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Monkey Boy? I suggest not many, if any at all. Real A sorcerer, by definition, is someone with an an with someone is definition, by sorcerer, A Real all. at any if many, not suggest I Boy? Monkey sorcerers will have other goals, plans, Drives, and agenda. This is another point where story kicks in, in, kicks story where point another is This agenda. and Drives, plans, goals, other have will sorcerers Destinies, much more personal ones. That's where both for the player of that character, for the other other the for character, that of player the for both where That's ones. personal more much Destinies, their is going to go, and that's how they'll get players in the game, and for the Seneschal. How might might How Seneschal. the for and game, the in players get they'll how that's and go, to going is magic their tons of extra dice for their rolls - including age- that agenda be brought into full fruition? Alternately, Alternately, fruition? full into brought be agenda that age- including - rolls their for dice extra of tons resisting rolls. how may it be negotiated, altered into new paths, or or paths, new into altered negotiated, be it may how rolls. resisting scattered? scattered? Much, much better: now it's not a question of Therefore, sorcery is about drama - passions in in passions - drama about is sorcery Therefore, of question a not it's now better: much Much, "what von Salm can do," in terms of disrupting pre- action, promises kept and betrayed, and all the ties of of ties the all and betrayed, and kept promises action, pre- disrupting of terms in do," can Salm von "what planned scenarios. The question is not the spell he family, friendship, loyalty, and ideals. It brings these these brings It ideals. and loyalty, friendship, family, he spell the not is question The scenarios. planned casts, but !what he casts it about. Is it about some things into play with all the chilling, dark power one one power dark chilling, the all with play into things some about it Is about. it casts he 1what but casts, footpad who comes at him with a knife? Is it about can imagine, with no immediate restrictions beyond its its beyond restrictions immediate no with imagine, can about it Is knife? a with him at comes who footpad some yotz insulting him in a bar? Is it about a price. Sure, it's unbalanced - so is the human heart. heart. human the is so - unbalanced it's Sure, price. a about it Is bar? a in him insulting yotz some stranger who offers him a job? Sure, it's dangerous - so is the human mind. Sure, it it Sure, mind. human the is so - dangerous it's Sure, job? a him offers who stranger No. WhenShortly von Salm casts after a spell, I can the tell you “Rulescould well be ofthe death Three” of the one who were uses it - so declared by so Xanar - it uses who Stormbringer,one the of death the be well could hisyou tell contemporarycan I spell, a casts Salm von When No. that it will be about the fate of his home province. It might a sword. sword. a might It province. home his of fate the about be will it that will be about peasants persecuted for their faith. It To sum it all up: sorcery is steel too. The Riddle Riddle The . too steel is sorcery up: all it sum To It faith. their for persecuted peasants about be will will be aboutand his son's rival, education. It Wendelwill be about resides Benaxius, there as well. presented his own “Quiddic Sorcery”well. as !""#$%&'($%")*+),$---there treatise,resides about be inwill It whicheducation. son's hehis about be will that Drive and that Hatred flaring into higher values. values. higher into flaring Hatred that and Drive that It will be suggestedpersonal. that Stormbringer was a little too hung up on the number three... personal. be will It

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$ $ $ $ bonus dice are allotted is the safest and most powerful form of casting, granting $ $ 06 06 06 06 06 06 06 06 06 06

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$. $. $. $. when casting Instant the sorcerer a once-per-spell increase of ART + $. $. 0(72(2(. 0(72(2(. 0(72(2(. 0(72(2(. 0(72(2(. 0(72(2(. 0(72(2(. 0(72(2(. Quiddic Sorcery 0(72(2(. 0(72(2(. Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Version 0.1

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$ $ $ $ are only bonus dice and there must be at least one die in $ $ 56 56 56 56 56 56 56 56 56 56

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$ $ $ $ %82 %82 %82 %82 %82 %82 %82 %82 The casting time for the Sorcery Pool in order to receive them. Also, because %82 %82

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$( $( $( $( 599:2 599:2 599:2 599:2 599:2 599:2 599:2 599:2 “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to 599:2 599:2

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$ $ $ $ CTN of the spell in refresh his Pool somewhat while casting. As the sorcery $ $ 0; 0; 0; 0; 0; 0; 0; 0; 0; 0;

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$. $. $. $. %22: %22: %22: %22: %22: %22: %22: %22: seconds. Pool refreshes at a rate of one dice per hour, at the end of %22: %22: The Nature of Sorcery the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. To the pre-scientific mind,Allowing magic does for not the exist in isolation from everything else. Rather, magic is an integral part ofincorporation the world, of something up to thatThe casting can be time observed for Ritual Spellsevery is oneday hour in perthe CTN three Vagaries in their of the spell. warmth of the sun, the growthcomposition, of trees, the these weave of a spider web, or the birth of a child. spells are both versatile Everything that exists, living and non-living, material3. Calculating and incorporeal, Spell Casting is interwoven Target Numbers with and advantageous to (CTNs) thecast. twin Incorporating essences Vagaries of quiddity takes and time haecceity. to be done It is the interplay of these two qualities that bring consistency and form, as well as variety andThe uniqueness, most important to the part world of creating around and castingus. a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This Theis not interweaving so great, because aof slim these portion Universal of energy essences is gained generatesnumber must creative be matched energy, or exceeded and ultimately, by the result the of manifestationwhile casting. When of castinglife itself. Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must Quiddityadditional mental(kwid-i-tee) preparation is the and essence time. Thesethat makes bonus aresist thing when recognisable casting a spell. for what it is. It is the aspectsdice are just of thata thing though, that and is there shared must with be at otherleast one things;The thus complexity quiddities of areany givenpowerful spell universalis represented by qualitiesdie left in .the A Sorcerystone isPool recognisable in order to gain as them.a stone becauseits CTN. of itsHigh quiddity. CTNs increase The flight the likelihood of an eagle, of aging the hardness of steel, the heat of a fire and the beautyand unconsciousness of a flower dramatically, are all quiddities. and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in HaecceityCTN of spell. (hak-see-i-tee), on the other hand, is thetheir essence Sorcery that Pool makes in order ato thing offset these“this” risks. thing: those aspects that give something individuality andThe uniqueness. highest Level While of Effect a stone (1-3) is froma stone, each “Spells of Many,” also called Ritual Spells, are the unique shape, size, colour, and exact placementincorporated in the worldVagary ofis addeda particular to the TARGET, stone are the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values all aspects of that stone’s haecceity. The haecceity of a thing thus represents its individual undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of powerVagaries. he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, Life is the ultimate manifestation of the interweaving of quiddity and haecceity in the known world. Here, the two essential qualities combine to become a channel through

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$.24 $.24 which the Universe can directly explore, expand, and express. The very nature of life

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$ ensures that all living things, to some degree or another, are capable of sensing and $ $ manifesting the powers of both quiddity and haecceity. Thus every animal displays a unique individuality and a will to exist (haecceity), whilst simultaneously acting characteristically of, and seeking to perpetuate, it’s own species (quiddity).

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. . Quiddic Sorcery 2.

Sentient, self-aware living beings have the ability to perceive and alter their own quidditative and haecceitic qualities. (Throughout the remainder of!""#$%&'($%")*+),$--- this document, the word “sentient” will be used to mean both “conscious” and “self-aware”.) Such actions spawn quiddity and haecceity in themselves, thus generating layers of paradoxy. Self- awareness often cancels its own potential power through random behaviour, unclear thoughts, and lack of awareness.bonus dice For are someallotted Giftedis the individuals, safest and most however,powerful form a power of casting, is granting spawned through which canwhen grow casting an everInstant deepeningthe sorcerer connection a once-per-spell with the increase surrounding of ART + world and the creative energiesSpells. of the Universe.DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Sorcery is the ability to invokeThe andcasting manipulate time for the quidditySorcery Pool at in will. order toSorcerers receive them. have Also, a because profound relationship with“Spells the worldof One” around is the them.casting RitualBy observing Magic takes and so long, mentally the sorcerer “tuning is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery in” to individual quidditiesseconds. from within their experiencePool refreshes and at a rate surrounds, of one dice aper Gifted hour, at person the end of can identify with and learn a quiddity, and canthe henceforth spell, the sorcerer reconnect gains withas many that dice quiddity as the TN of with their minds whenever they“Spells wish. of Three:” A sorcererthe thenspell he has cast. the innate ability to draw upon their own creative energyAllowing and apply forlearned the quiddities to other objects or beings - thus casting a “spell”. incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. composition, these spells are both versatile 3. Calculating Spell Casting Target Numbers The Role of Haecceity andin Sorceryadvantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This Wis notith so respectgreat, because to sorcery, a slim portion haecceity of energy always is gained playsnumber the role must of be natural matched resistance. or exceeded byWhether the result the of targetwhile casting. of a spell When is casting a rock Spells or aof human Three, the being, Sorcery haecceityany roll willof the work Sorcery to preservePool dice. Likewise,that which its valueis irreplaceablePool is increased - theby theuniqueness ART attribute and individualitydue to the denotes of that how target many entity.months Thisof aging opposing a character force must additional mental preparation and time. These bonus to all sorcery is known as haecceitic resistance, andresist it when is a naturalcasting a spell.and integral component of dice are just that though, and there must be at least one all spell-casting. Greatest haecceitic resistance willThe be complexity encountered of any when given spella spell is represented threatens by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging life, because life is an unparalleled source of uniqueness and individuality. and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per Haecceitic resistance can be divided into passiveseek and ways active to increase components. the number The of passivedice available in CTN of spell. their Sorcery Pool in order to offset these risks. component is a simple function of the nature and Thecomplexity highest Levelof the of spell’s Effect target (1-3) entityfrom each - thus“Spells an animal of Many,” will alsoresist called more Ritual strongly Spells than, are aincorporated living plant, Vagary and ais humanadded to being the TARGET, will resist the morefeasible strongly only in aagain. laboratory, The sacredactive place,component or other is theRANGE, automatic the VOLUME, response and of the sentient DURATION beings values to a threatundisturbed posed area. via A sorcerer sorcery. is capable The threat of combining can be any direct(0-3) or to indirect create the - haecceiticCasting Target resistance Number always(CTN) of Vagaries he knows in the creation of Ritual Spells. This responds to real danger, and is never limited bythe degrees spell. This of sets indirectness, the minimum deception, CTN of a spell or to 1, pretense. By the same token, if the caster truly has no intention of harming or distressing a target with a spell, then there will be no active haecceitic resistance.

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$ passive haecceitic resistance) will operate only to counter the success of a spell during $ $ casting. This process is quite independent of the conscious attempts of a target to defy or avoid the effects of a successfully cast spell.

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. . Quiddic Sorcery 3.

Quiddities and Vagaries !""#$%&'($%")*+),$--- Based upon their nature, quiddities can be grouped into nine Vagaries which are as follows: bonus dice are allotted is the safest and most powerful form of casting, granting Movement - when directly casting controlled Instant motionthe sorcerer of any a kind.once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Form - tangible changes of shape,are material, only bonus or dice material and there properties. must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Growth - physical“Spells changesof One” is of the mass,casting including Ritual Magic regeneration, takes so long, healing, the sorcerer is able to expansion andCTN contraction. of the spell in refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of Glamour - direct influence over anythe spell,or all the of sorcererthe five gains senses, as many for dice oneself as the or TN of “Spells of Three:” the spell he cast. others. Allowing for the incorporation of up to The casting time for Ritual Spells is one hour per CTN - three Vagaries for truth in their by meansof the spell. other than that of the five physical senses. composition, these spells are both versatile 3. Calculating Spell Casting Target Numbers Binding - control,and advantageous containment, to or(CTNs) restraint, whether it be physical (bonds or cast. Incorporatingentwinement) Vagaries takes or incorporeal time to be done (enslavingThe of most a mind; important containing part of creating a ). and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, becauseSummoning a slim portion - processes of energy isof gained connectionnumber and must attraction, be matched either or exceeded tangible by the (crows, result of while casting. When casting Spells of Three, the Sorcery wolves) or intangible (spirits, stormany clouds). roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus resist when casting a spell. Quickening - processes of induced energy and excitement, including the dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorceryinfusion Pool of in life, order light, to gain warmth, them. charge,its CTN. or magnetism High CTNs (allincrease seen the as likelihood much the of aging same thing). and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. Dispelling - processes of calming theiror annulment, Sorcery Pool inincluding order to offset death, these coldness, risks. or darkness. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the Asfeasible quiddities only in area laboratory, accumulated sacred withinplace, or each other Vagary,RANGE, the thesorcerer’s VOLUME, overall and the proficiency DURATION in values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of thatVagaries Vagary he knows can in be the increased. creation of Ritual Somewhat Spells. This in keeping with Stormbringer’s “Rules of Three” , the three levels of a Vagary (Novice, Apprentice,the spell. This and sets theMaster) minimum require CTN the of a spell to 1, collection of 3, 9, and 27 unique quiddities within that Vagary respectively - see Table 1. (This leaves the door open for a truly omnipotent fourth “Grandmaster” level, requiring

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$.24 81 quiddities, at the Seneschal’s discretion.) $.24 $.24

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$ $ Once a sufficient number of quiddities have been accumulated to raise the proficiency level of a particular Vagary, the appropriate cost in Spiritual Attribute points (Table 1) can be spent at any time to immediately raise the Vagary level. The Vagary level represents the sorcerer’s overall understanding of the Vagary, leading to more varied spell

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. possibilities and greater control. . . Quiddic Sorcery 4.

Table 1: Vagary Proficiency Level Advancement !""#$%&'($%")*+),$---

No. of Cost in Quiddities Spiritual Vagary Level bonus dice are allotted is theLearned safest and in most powerfulAttribute form of casting, granting when casting Instant the sorcererVagary a once-per-spellpoints increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Novice (Level 1) are only bonus3 dice and there must1 be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Apprentice“Spells (Level of One” 2) is the casting Ritual9 Magic takes so long,2 the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Pool refreshes at a rate of one dice per hour, at the end of Masterseconds. (Level 3) 27 4 the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for the incorporation of up to The casting time for Ritual Spells is one hour per CTN The Accumulation of Quidditiesthree Vagaries in their of the spell. composition, these When creating a character,spells proficiency are both versatile points 3.can Calculating be spent to Spell buy Castingquiddities Target that Numbersthe and advantageous to character has already accumulated. One proficiency(CTNs) point buys 7 quiddities. These cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a quiddities can be distributed across the nine Vagaries in any way desired; Vagary levels correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This areis not automatically so great, because determineda slim portion ofby energy the number is gained ofnumber quiddities must be assigned. matched or Thus, exceeded 10 proficiencyby the result of pointswhile casting. will Whenbuy 70 casting quiddities, Spells of Three,enough the toSorcery have twoany rollMaster of the levels Sorcery (2 Poolx 27) dice. plus Likewise, an its value ApprenticePool is increased level by (9) the and ART a coupleattribute of due Novice to the levelsdenotes (2 xhow 3), manyor maybe months seven of aging Apprentice a character must levelsadditional (7 xmental 9) and preparation a couple and of Novicetime. These levels bonus (2 xresist 3). when casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by Quidditiesdie left in the areSorcery always Pool in written order to as gain “A them. of B”, whereits CTN.A is a High noun CTNs best increase describing the likelihood the quiddity of aging desired, and B is the experience or phenomenonand from unconsciousness whence it dramatically, was copied. and wiseThe sorcerers more will The casting time for “Spells of Three” is 10 seconds per descriptive A is, the better. It should be noted seekthat waysthe natureto increase of Bthe does number not ofnecessarily dice available in CTN of spell. their Sorcery Pool in order to offset these risks. restrict the quiddity, but rather helps define it’s nature. A “speed of eagle flight” quiddity, The highest Level of Effect (1-3) from each for “Spellsexample, of Many,”focusses also on called speed, Ritual not Spellsflight, are- allowingincorporated the speed Vagary of is a addedflying to eagle the TARGET, to be the appliedfeasible only to thein amovement laboratory, sacredof any place, target, or notother justRANGE, flying ones. the VOLUME, A “flight and of eaglethe DURATION” quiddity, values on theundisturbed other hand, area. A focusessorcerer is specificallycapable of combining on flying any - (0-3)literally to create like thean eagle.Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, It is up to the player to invent the quiddities that their character starts with. Be imaginative, but not too exotic - these quiddities should be based on easily accessible

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$.24 phenomena. For example, “Sunburst of the Phoenix” would probably not be permitted as $.24 $.24 a starting quiddity. Quiddity examples can be found along with tables detailing each

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$ Vagary, in Appendix A. $ $

A sorcerer’s collection of quiddities will define the types of spells that he or she can cast. For example, regardless of the sorcerer’s level in the Movement Vagary, if no “flight”

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. . Quiddic Sorcery 5.

quiddities collected, however, the Vagary level can also restrict the range and complexity of spells. No matter whether a sorcerer has learned flying quiddities!""#$%&'($%")*+),$--- from eagles or even , if they only have a Novice level in the Movement Vagary then their flying spells will be limited to a height of only 10 yards.

A variety of quiddities of bonusthe same dice aretype allotted can provideis the safest greater and most flexibility. powerful formFor example,of casting, granting if a sorceress has the “flight ofwhen eagle ”casting quiddity, Instant then the(assuming sorcerer shea once-per-spell also has the increaseappropriate of ART + level in the Movement Vagary)Spells. she could cast aDISCIPLINE spell that allows in dice tosomeone the Sorcery to Pool.soar Again, like an these eagle - fast and high. Slow, finely controlled movementare only bonus or dicehovering and there flight must wouldbe at least not, one die in however, be possible with thisThe quiddity casting time alone. for the If theSorcery sorcerer Pool in thenorder addedto receive a them.“flight Also, of because humming bird” quiddity, “Spellsflying ofwith One” a muchis the greatercasting Ritual range Magic of control takes so wouldlong, the besorcerer possible, is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery ranging from soaring at greatseconds. speed to low hoveringPool refreshes and preciseat a rate of movement. one dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for the The Acquirement of Newincorporation Quiddities of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. Quiddities are everywhere.composition, It is entirely these up to the imagination of both Seneschal and spells are both versatile 3. Calculating Spell Casting Target Numbers players as to what variety of quiddities can be acquired. The acquirement of a new and advantageous to (CTNs) quiddity can be very fast (a matter of seconds) or very slow - even a lifetime’s work - cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a depending upon the nature and accessibility of the quiddity and its source. Table 2 correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This outlinesis not so great, the because process a slim required portion inof energyorder is to gained learn anumber quiddity, must andbe matched Table 3or outlines exceeded theby the basic result of timewhile casting.frame Whenover whichcasting Spells the quiddity of Three, the will Sorcery be learned.any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must Acquiringadditional mental a new preparation quiddity and involves time. These three bonus generalresist steps: when casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by die leftFind in the a manifestationSorcery Pool in order of theto gain quiddity them. desired.its CTN. This High step CTNs can involveincrease the anything likelihood from of aging a spontaneous discovery to a grueling .and At unconsciousness this stage, the dramatically, players and and wiseSeneschal sorcerers will Theneed casting to agree time for upon “Spells what of Three” the is new10 seconds quiddity per seek is, howways toto describeincrease the it numberin words, of dice what available in CTN of spell. Vagary it belongs to, and how difficult it willtheir be Sorcery to learn. Pool inNote order that to offset quiddities these risks. can never by learned from spell effects. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbedMentally area. connect A sorcerer withis capable the of new combining quiddity. any This only takes a few seconds, but requires the sorcerer to be at least within sight of the(0-3) quiddity’s to create source,the Casting or Targetalready Number experiencing (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, the quiddity (if the quiddity happens to be experiential). The sorcerer must successfully roll an Attribute Test of WP/TN7. The TN is increased by 1 if the environment is distracting, and by 2 if the sorcerer’s concentration is greatly impeded

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$.24 $.24 (eg. he or she is only semi-conscious, or in severe pain). If the connection fails, then

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$ the sorcerer will need a good night’s sleep before making another attempt. $ $

Learn the quiddity. This process requires the sorcerer to stay in close proximity to the source of the quiddity, and periodically roll an Extended Skill Test using the sorcerer’s Art attribute (see Derived Attributes for Sorcerers, below) versus the Meditation skill.

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. The number of successes required is equal to 9 minus the current proficiency level of . . Quiddic Sorcery 6.

the Vagary to which the new quiddity would belong. The time that passes before each roll can be made is determined by the sorcerer’s general proximity!""#$%&'($%")*+),$--- to, or intimacy with, the quiddity’s source as indicated in Table 3. The sorcerer can endure short periods of distance from the quiddity’s source (if, for example, the quiddity is manifest in an animal that hunts regularly and then returns to it’s lair), but cannot be separated from the quiddity by morebonus thandice are 1 mileallotted for longeris the safest than and 6 most hours. powerful If this form occurs of casting, then granting the mental connection haswhen been casting broken, Instant and a newthe sorcerer connection a once-per-spell must be made increase with of a ART + similar source before theSpells. learning process canDISCIPLINE continue. in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Successes towards a particularThe casting quiddity time for canthe be Sorcery accumulated Pool in order from to receive multiple them. sources Also, because over any period of time“Spells and ofare One” retained is the indefinitely;casting Ritual aMagic sorcerer takes socan long, have the sorcerermany is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery partially learned quidditiesseconds. at any one time.Pool Some refreshes quiddities at a rate of - one for dice example, per hour, the at the end of lightning bolt - are very difficult and time-consumingthe spell, the sorcererto learn gains due as to many their dice shortlived as the TN of and unpredictable nature.“Spells Formalised of Three:” spellsthe containing spell he cast. these quiddities are thus rare and greatly sought after.Allowing for the incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. Table 2: Steps to Acquiringcomposition, Quiddities these spells are both versatile 3. Calculating Spell Casting Target Numbers Step andRoll advantageousModifiers to (CTNs) If Successful If Failed cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves Identify quiddity spell is its Castingand attempt Target Number, or CTN. This is Findnot so quiddity great, because a slim portionNo roll of energy is gainedN/A Keep looking! number must be mentalmatched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the connectionSorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonusTN +1 if Connection Mental connection resist when casting a spell. dice are just that though, andAttribute there must Test: be at leastdistraction; one TN +2 successful; Sleep required with source The complexity of any given spell is represented by Willpower / TN7 if concentration is quiddity can be before new attempt die(within left in thesight) Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging greatly impeded learned and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per Numberseek of ways to increase the numberIf connectionof dice available is lost, in CTN of spell. Extended Skill Quiddity learned successes requiredtheir Sorcery Pool in order to offseta thesenew connectionrisks. Learn quiddity Test: and added to = 9 minus currentThe highest Level of Effectmust (1-3) be established from each Art / Meditation Vagary “Spells of Many,” also called Ritual Spellslevel, are of Vagaryincorporated Vagary is added tobefore the TARGET, continuing the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, Each quiddity obtained must be significantly different from others already acquired - the sorcerer player must be able to explain what each new quiddity will add to their

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$ sufficiently different from those already learned, it can be disallowed. $ $

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. . Quiddic Sorcery 7.

Table 3: Time Frames to Learn Quiddities !""#$%&'($%")*+),$--- Time Frame between Contact with Quiddity Extended Skill Rolls

Experienced by sorcerer in a traumatic bonus dice are allotted is the safest and most powerful form of casting, granting way (eg. sorcerer is seriously hurt by 1 second when casting Instant the sorcerer a once-per-spell increase of ART + theSpells. quiddity) DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Sorcerer directly and consciously The casting time for the Sorcery Pool in 1order minute to receive them. Also, because experiences“Spells of quiddity One” is the casting Ritual Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Sorcerer stays in physical contact with seconds. Pool refreshes at a rate1 of hour one dice per hour, at the end of source the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Sorcerer stays within close vicinity (50 Allowing for the 1 day yards)incorporation of source of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. Sorcerer stays within approximately 1 composition, these 1 week milespells of are source both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This Affinitiesis not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the If a sorcerer learns five or more quiddities fromdenotes the same how manysource months type of(eg. aging the a samecharacter species must additional mental preparation and time. These bonus resist when casting a spell. ofdice plant are just or that animal, though, or and the there same must object be at leasttype one or phenomenon),The complexity then of any that given sorcerer spell is hasrepresented built a by specialdie left in relationship the Sorcery Pool with in order that to source gain them. - in other itswords, CTN. thatHigh source CTNs increasetype has the become likelihood an of aging Affinity. Affinities provide the following advantagesand unconsciousness (and disadvantages): dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTNThe of spell. strong presence of an Affinity can providetheir Sorcerythe sorcerer Pool in withorder ato -1 offset CTN these bonus risks. when casting spells. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasibleThe only sorcerer in a laboratory, gains one sacred gift, andplace, one or otherflaw, fromRANGE, one thechosen VOLUME, Affinity. and the The DURATION so-called values undisturbed“Affinity area. Gift” A sorcerer and is “Affinity capable of combiningFlaw” can any both(0-3) be toquite create unique, the Casting depending Target Number upon (CTN)the of Vagaries he knows in the creation of Ritual Spells. This sorcerer and the nature of the Affinity, and theis subjectspell. This to sets the the Seneschal’s minimum CTN approval. of a spell to 1,

To gain the -1 CTN bonus, the Affinity must have a powerful presence at the time a spell is

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267 moon as an Affinity does not mean that the sorcerer gains the bonus every night there is a 267 267

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$ moon; however a bonus might be gained on a full moon. Likewise, a wolf Affinity might $ $ provide the bonus if a live, wild wolf is physically close to the sorcerer or to his target.

The Affinity Gift and Affinity Flaw are both permanent, and can be anything that the

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. . Quiddic Sorcery 8.

chosen Flaw should approximately balance the power of the chosen Gift. The sorcerer with a moon Affinity might heal or replenish sorcerous power more!""#$%&'($%")*+),$--- rapidly when bathed in moonlight; however, their skin might have taken on a permanent unearthly glow that invokes fear and suspicion. A wolf Affinity might allow the sorcerer to understand the speech of wolves, or even have a wolf , but also acutely feel the pain and suffering of any wolf injured in closebonus proximity. dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Derived Attributes for SorcerersThe casting time for the Sorcery Pool in order to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery The ability of a sorcerer seconds.to learn and manipulatePool quiddities,refreshes at a rate while of one resisting dice per hour,life-draining at the end of side effects and drawing upon new strength asthe needed, spell, the is sorcererrepresented gains as by many the dice derived as the TN of attributes listed in Table 4. A“Spells sorcerer’s of Three:” power theis reflectedspell he cast. largely by a keenness of mind, a strong will, an ability to focus,Allowing and sound for thegeneral physical health. incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. Table 4: Derived Sorcery composition,Attributes these spells are both versatile 3. Calculating Spell Casting Target Numbers Derivedand Sorcery advantageous Attributes to (CTNs) (round all values down) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic (TOreserves + HTspell + is WP its Casting + WT Target+ PER) Number / 2 , or CTN. This is not soPower great, because (PO) a slim portionPower of energy represents is gained thenumber raw abilitymust be of matched the sorcerer or exceeded to apply by the andresult of while casting. When casting Spells of Three, the Sorcery manipulateany roll of the quiddities. Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus resist(WP when + casting EN) a/ spell. 2 dice are just that though, and there must be at least one The complexity of any given spell is represented by die leftResistance in the Sorcery (RS) Pool in orderResistance to gain them. represents “haecceitic resistance”, or the ability to both apply sorceryits CTN. safely, High and CTNs resist increase harmful the likelihood spells. of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek(MA ways + to WT) increase / the2 number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. Art (ART) Art represents a sorcerer’s ability to learn new quiddities and The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, areperformincorporated complex Vagary castings. is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3)(ST to +create WP) the /Casting 2 Target Number (CTN) of VagariesDraw he knows (DR) in the creation Drawof Ritual is Spells. the maximum This the spell. rate This at which sets the a minimum sorcerer CTNcan forceof a spell his to 1, power to replenish.

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$ The Resistance (RS) attribute is needed not only by sorcerers, but by all characters and $ $ other sentient encounters. This attribute is used to determine an individual’s haecceitic resistance to harmful sorcery spells.

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. . Quiddic Sorcery 9.

The Sorcery Pool !""#$%&'($%")*+),$--- The Sorcery Pool (SP) is a representation of the immediate casting power of the sorcerer. When full, the number of dice in the Sorcery Pool is generally equal to the sorcerer’s Power attribute. Further bonus dice dice are can allotted be temporarilyis the safest and added, most powerfuldepending form uponof casting, the granting timeframe allowed by thewhen sorcerer casting to castInstant a spell.the Dicesorcerer bonuses a once-per-spell cannot be increaseadded ifof there ART + are no dice left in the SorcerySpells. Pool. When castingDISCIPLINE a spell, bonus in dice diceto the are Sorcery always Pool. used Again, up these are only bonus dice and there must be at least one die in first. The casting time for the Sorcery Pool in order to receive them. Also, because Spells can be cast at three “Spellsdifferent of One” speeds, is the as describedcasting Ritual forthwith Magic takes and so long, summarised the sorcerer inis able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Table 5. Note that the “CTN” is explained further below (see Calculating CTN’s). seconds. Pool refreshes at a rate of one dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Table 5: Casting Speeds Allowing for the Numberincorporation of Dice of up in to The casting time for Ritual SpellsMax. is one Number hour per CTNof Casting Speed three Vagaries in their of the Castingspell. Time Sorcery Pool Vagaries Used composition, these Cantrip spells arePO both versatile 3. CalculatingCTN in seconds Spell Casting Target3 Numbers and advantageous to (CTNs) cast. IncorporatingCasting Vagaries takesPO time + RSto be done TheCTN most in minutesimportant part of creating 3and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great,Ritual because a slim portionPO + of RS energy + ART is gained numberCTN must x 10 beminutes matched or exceeded by9 the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must Aadditional Cantrip mental is a spellpreparation cast at and fastest time. possibleThese bonus speed,resist and when with casting greatest a spell. risk of potentially dice are just that though, and there must be at least one The complexity of any given spell is represented by harmfuldie left in theside Sorcery effects. Pool Up in order to three to gain Vagaries them. can be combined into a Cantrip, although each additional Vagary increases the difficulty (and itsCTN) CTN. of High the spell.CTNs increase When thecomplex likelihood spells of aging are and unconsciousness dramatically, and wise sorcerers will castThe at castingthis speed, time for there “Spells is of aThree” distinct is 10 chanceseconds per thatseek the ways caster to increasewill draw the numbersignificantly of dice onavailable his or in herCTN own of spell. life energy to complete the spell, and couldtheir Sorcery even Pool fall inunconscious order to offset as these a result. risks. Cantrips are always “instantaneous” spells, whichThe means highest that Level their of effect Effect cannot (1-3) befrom each maintained“Spells of without Many,” also ongoing called Ritualeffort (althoughSpells, are permanentincorporated effects Vagary areis added still permanent).to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values Aundisturbed Casting area. is a Aspell sorcerer cast is capableat an unhurried of combining pace. any (0-3)The tocaster’s create theResistance Casting Target attribute Number is added(CTN) toof Vagaries he knows in the creation of Ritual Spells. This the Sorcery Pool as a bonus. This represents thethe caster’s spell. This incorporation sets the minimum of naturalCTN of a spell to 1, haecceitic resistance to help counter life-draining ill effects during the casting. A Casting is still limited to three Vagaries, due to the tremendous increase in complexity that four or

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$

$ $ variable, explained further below.

A Ritual is a spell cast with every effort made to ensure success. The caster’s Art attribute is added to the Sorcery Pool as an additional bonus along with the Resistance attribute.

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. . Quiddic Sorcery 10.

The Art bonus represents the meticulous care and attention possible during the preparation of a Ritual spell. !""#$%&'($%")*+),$--- Ritual spells can use any number of Vagaries, and can benefit from various other bonuses (see Table 8). Core rules essentially apply to Ritual casting, except for the following variations: bonus dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + casting time hasSpells. been altered to CTNDISCIPLINE x 10 minutes in dice (see to Table the Sorcery 4); Pool. Again, these are only bonus dice and there must be at least one die in cooperation with other sorcerers (described in the Core Rules, p113) requires The casting time for the Sorcery Pool in order to receive them. Also, because adding the Art “Spellsattribute of One” of the is firstthe additionalcasting Ritual sorcerer, Magic takes rather so long, than the sorcererthe discarded is able to “Discipline” attribute;CTN of the spell in refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of a Ritual spell only needs to be Formalisedthe spell, (see the belowsorcerer) gainsif it combinesas many dice more as the than TN of 3 Vagaries; “Spells of Three:” the spell he cast. Allowing for the the caster does incorporationnot need a Masterof up to level inThe each casting Vagary time for includedRitual Spells in is onethe hour Ritual. per CTN three Vagaries in their of the spell. composition, these spells are both versatile 3. Calculating Spell Casting Target Numbers Refreshing the Sorceryand Pool advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves The Sorcery Pool (SP) will normally recover atspell a rate is its of Casting one die Target per hour, Number or ,two or CTN. dice perThis is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of hourwhile casting. spent Whenin successful casting Spells meditation. of Three, the A Sorcery sorcererany can roll force of the the Sorcery SP to Poolrefresh dice. at Likewise, a much its faster value rate,Pool ishowever, increased atby the the risk ART of attribute expending due histo the or herdenotes own how precious many monthslife energy. of aging a character must additional mental preparation and time. These bonus resist when casting a spell. Fordice areall justintents that though, and purposes, and there must refreshing be at least the one SP is likeThe acomplexity mini-spell, of any only given with spell assured is represented by success.die left in the Refreshing Sorcery Pool the in orderSP cannot to gain bethem. performedits whileCTN. Highcasting CTNs a spell increase or thewithholding likelihood of a aging spell ready for release, but can be performed whileand unconsciousness maintaining dramatically,a cast spell. and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in ACTN refresh of spell. takes one second to perform. Any numbertheir Sorcery of dice Pool can in order be added to offset in these a single risks. refresh (up to the maximum SP total) provided theirThe cost highest can beLevel paid. of Effect The Draw (1-3) (DR)from each “Spells of Many,” also called Ritual Spells, are attribute is the number of dice that can be addedincorporated to the SP Vagaryat the iscost added of either to the oneTARGET, SP dice, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values or 1 month of aging. Any combination of SP dice and months of aging can be used to pay undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of forVagaries a refresh. he knows Any in the SP creation dice used of Ritual to buy Spells. a refreshThis the must spell. be This already sets the inminimum the SP CTNbefore of thea spell to 1, refresh is performed.

For example, if a sorcerer with a DR of 4 has only 1 die left in his SP, and a maximum SP of

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$.24 11 dice, then he can spend the 1 die to buy 4 refresh dice (for a net total of 4 dice in the $.24 $.24

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$ pool), and also pay 2 months of aging to bring the SP up to 11 dice. If he had no dice left $ $ in his SP, then he would have to pay 3 months of aging to bring the SP up to it’s maximum of 11 dice.

A Knockout roll is required for any aging that occurs as a result of a refresh, as for any

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. aging effects induced by sorcery (see Table 9). . . Quiddic Sorcery 11.

If bonus dice are being added to the SP total for any reason, then these must be refreshed in the same way as normal SP dice - once spent they do not automatically!""#$%&'($%")*+),$--- reappear in the SP.

It is generally wise to leave at least 1 or 2 dice in the SP at any time. This allows a refresh to be at least partially paidbonus for withdice are the allotted remainingis the SP safest dice, and keepingmost powerful any form aging of casting,effects granting to a minimum, and limiting thewhen chances casting of Instant a failed theKnockout sorcerer roll. a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Calculating Spell Casting“Spells Target of One” Numbersis the casting (CTN Ritual’s) Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of The Casting Target Number or “CTN” of a spellthe spell,is a generalthe sorcerer measure gains as ofmany how dice difficult as the TN the of spell is to cast, and how much“Spells effort of it Three:” will require.the spell The he cast.general formula to calculate a CTN for all types of spellsAllowing is as follows: for the incorporation of up to The casting time for Ritual Spells is one hour per CTN CTN = P + R + V + Dthree + LVagaries ( +1 for in eachtheir additionalof the spell. Vagary used after the first ) composition, these where P = Passive Haecceiticspells are both Resistance versatile 3. (0-3) Calculating Spell Casting Target Numbers R = Range (0-3)and advantageous to (CTNs) cast. Incorporating V = VagariesVolume takes (0-3+) time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves D = Duration (0-3) spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained L = Level of highest level Vagary number(1=Novice, must be2=Apprentice, matched or exceeded 3=Master) by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the Table 7 defines the possible values for each variabledenotes in how the many CTN months calculation. of aging Notea character that themust additional mental preparation and time. These bonus “P” variable refers to the direct target of the spell.resist This when is casting where a spell. passive and active dice are just that though, and there must be at least one The complexity of any given spell is represented by haecceitic resistance is quite different, since Active Resistance can be generated by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging individuals indirectly affected by a spell. Activeand Resistance unconsciousness is detailed dramatically, in the and next wise sorcerers section will belowThe. casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the Activefeasible only Resistance in a laboratory, Rolls sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, While passive haecceitic resistance affects the CTN, active haecceitic resistance determines the number of casting successes required before the spell will succeed.

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$ sentient being with an RS attribute is threatened by a spell, directly or indirectly, then the $ $ spell casting roll effectively becomes a contested roll versus the Active Resistance roll of that being. The Active Resistance roll is made against a TN determined by the threat level of the spell being cast, as defined in Table 6. Note that the threat level - friendly, hostile,

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. indirectness or deceptiveness of a spell, or any pretense on the part of the caster. . . Quiddic Sorcery 12.

The caster must win the contested roll by a Margin of Success (or “spell MoS”) of at least 1 in order for the spell to be cast successfully. If the spell has potentially!""#$%&'($%")*+),$--- multiple targets with RS attributes, then all targets make their own Active Resistance roll. The caster must win against the highest Active Resistance rolled, in order for the spell to be successful.

bonus dice are allotted is the safest and most powerful form of casting, granting Table 6: Active Resistancewhen Roll casting Target Instant Numbersthe sorcerer a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Active Resistance Roll Threat Level of Spell are only bonus dice and there must be at least one die in The casting time for the Sorcery Pool in order toTN receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to Spell is friendlyCTN, or ofwill the only spell affect in refreshtargets his Pool somewhatNo roll: while Active casting. As the sorcery withseconds. no RS attribute Pool refreshes at a rateResistance of one dice per= 0 hour, at the end of the spell, the sorcerer gains as many dice as the TN of Spell is hostile (may cause undesired effects, “Spells of Three:” the spell he cast. Roll RS / TN8 but is notAllowing life threatening) for the incorporation of up to The casting time for Ritual Spells is one hour per CTN Spell is dangerousthree Vagaries (death in maytheir result)of the spell. Roll RS / TN6 composition, these Spell is lethal (certain death will result if spells are both versatile spell is successful and Last Defence3. roll Calculating is SpellRoll CastingRS / TN4 Target Numbers and advantageous to ineffective) (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of Spellwhile casting. Duration When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus resist when casting a spell. Tdicehe are duration just that though, of a spell and there refers must to behow at least long one the spellThe lasts, complexity once ofcast. any givenThere spell are is threerepresented by categoriesdie left in the of Sorcery spell Pool duration: in order to gain them. its CTN. High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will TheInstantaneous casting time for “Spells- the defaultof Three” durationis 10 seconds of per a Cantrip,seek ways and to increase also an the option number for of bothdice availableCastings in CTNand of spell. Rituals. Instantaneous spells have a durationtheir Sorcery of zero,Pool in and order thus to offset last thesefor only risks. enough time to take effect. They leave only theirThe after-effects highest Level - includingof Effect (1-3) any indirectfrom each “Spells of Many,” also called Ritual Spells, are damage and permanent changes caused byincorporated the spell. Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of VagariesMaintained he knows in - thean creationoption offor Ritual instantaneous Spells. This spells. Successfully cast spells can be maintained by setting aside some of the dicethe used spell. forThis casting sets the minimumthe spell. CTN The of number a spell to of 1, dice required to be set aside is equal to the spell’s CTN minus the number of casting successes (not the spell MoS), with a minimum of 1 die. The caster can perform other

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$ maintained spell can be “dropped” at any time, releasing the maintaining dice back $ $ into the SP. If the caster’s SP size is set to zero for any reason (eg. through wounds), or the caster falls unconscious for any period, then the maintained spell is automatically dropped.

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.

. . Quiddic Sorcery 13.

Constant - an option for Castings and Rituals only, constant spells have a definable duration. This duration is chosen as the “D” variable when calculating!""#$%&'($%")*+),$--- the spell’s CTN (see Table 6). The spell MoS is used to calculate the final duration of the spell. Constant spells simply continue for the defined duration, and require no further effort or input on the part of the caster. If the spell effect needs to be stopped early, then this can be achieved by castingbonus andice inverted are allotted spellis the- see safest “Inverted and most powerfulSpells” formbelow of .casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Table 7: CTN Variables and Values are only bonus dice and there must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Variable “Spells of One” is the Valuescasting Ritual / Description Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery 0) seconds. self; inanimate objectsPool refreshes at a rate of one dice per hour, at the end of Haecceitic 1) live plants the spell, the sorcerer gains as many dice as the TN of Resistance 2) live“Spells animals of Three:” the spell he cast. (Passive) “P” Allowing for the 3) sentient beings (humans; fey; spirits or ; etc) incorporation of up to The casting time for Ritual Spells is one hour per CTN 0) three self Vagariesor touch in their of the spell. composition, these 1) close (up to 50 yards) Range “R” spells are both versatile 3. Calculating Spell Casting Target Numbers 2) line of sight or 1 mile radius, whichever is smaller and advantageous to (CTNs) cast. Incorporating Vagaries3) takes unlimited time to (butbe done must stillThe have most visualisation important part ofof target)creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This 0) incorporeal (mind effects) or tiny / 2 pounds is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells1) small of Three, / 3 the gallons Sorcery / 20any pounds roll of the / 1Sorcery sq. yard Pool dice. Likewise, its value Pool is increasedVolume by “V the” ART2) humanattribute sized due to / the30 gallonsdenotes /how 400 many pounds months / 10 of sq.aging yards a character must additional mental preparation3) and small time. room These / bonus 300 gallonsresist when / 2000 casting pounds a spell. / 100 sq. yards dice are just that though, and there ...add must +1 be forat least every one additionalThe complexity 1000 pounds... of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging 0) all Cantrips and instantaneousand unconsciousness spells dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per 1) one hour x spell MoSseek ways to increase the number of dice available in CTN of spell.Duration “D” 2) one day x spell MoStheir Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each 3) one week x spell MoS “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values Active Resistance = number of successes rolled with Active undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creationResistance of Ritual roll Spells. of Thisresistingthe spell. opponent This sets (see the Tableminimum 7). CTNIf their of aare spell to 1, multiple resisting opponents: use the highest no. of successes Haecceitic rolled by any one opponent.

$.24 $.24

$.24 Resistance $.24 $.24 (Active)

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267 spell MoS = Casting Successes - Active Resistance 267 267

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$

$ $

A spell MoS (Margin of Success) of at least 1 is required for the spell to be cast successfully.

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.

. . Quiddic Sorcery 14.

Formalisation of Spells !""#$%&'($%")*+),$--- Formalising a spell does not change the CTN of the spell. It can, however, increase the speed of the spell as if the CTN was 2 lower (minimum of 2). The other main advantage of formalisation is that otherbonus users dice of theare allottedspell canis usethe safest quiddities and most which powerful they form have of casting, not granting learned, although they mustwhen still casting have Instantthe appropriatethe sorcerer Vagary a once-per-spell levels. Spells increase which of ART + combine more than three Spells.Vagaries must be formalisedDISCIPLINE before in dicethey to canthe Sorcerybe cast Pool. via Again,a Ritual. these are only bonus dice and there must be at least one die in Spells using three or less VagariesThe casting may time be forformalisedthe Sorcery by Pool Extended in order Skillto receive Tests them. of ArtAlso, / because Arcane Theory. Spells which“Spells combine of One” moreis the thancasting three Ritual Vagaries Magic takes use so Art long, / Ritualthe sorcerer Magic is able to instead. In both cases, eachCTN Extended of the spellSkill in rollrefresh takes his one Pool week somewhat to complete, while casting. and As as the many sorcery successes as the CTN of theseconds. spell is required. OncePool refreshes the extended at a rate of rolls one diceare percomplete, hour, at the a end of single Per / Read & Write Skill Test must be passedthe spell, in theorder sorcerer to write gains theas many spell dice down. as the TN of “Spells of Three:” the spell he cast. See the Core rules (p114) forAllowing other information for the regarding formalised spells. incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. composition, these spells are both versatile Casting a Spell 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a Scorrectly,pells are but thestill strain cast on largely the character’s as per magic the Core reserves rules,spell such is its that Casting the SP Target must Number be divided, or CTN. between This theis not casting so great, rollbecause and a slimthe portionaging roll.of energy The is gainedfollowingnumber steps must assume be matched that aor spell exceeded is being by the cast result of while casting. When casting Spells of Three, the Sorcery during combat, where timing can be critical. any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus The following steps should be followed when castingresist when a spell:casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. Declare what you want to do - what you wantits CTN. the Highspell CTNs to achieve, increase who the likelihood or what of the aging and unconsciousness dramatically, and wise sorcerers will Thetarget casting is, timewhat for quiddities“Spells of Three” will is 10be seconds used, per and which Vagaries the spell requires. (Any number of combined quiddities can be usedseek from ways within to increase one the Vagary.) number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. Calculate the CTN of the spell. Chooses the proficiencyThe highest levelLevel ofof eachEffect Vagary (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the required, and also allocate values to Resistance, Range, Volume, and Duration feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbedvariables area. (see A sorcerer Table is 7capable). Calculate of combining the CTN any (0-3)as described to create theabove Casting. Also Target decide Number what (CTN) of Vagariesbonuses he knows or penaltiesin the creation are of appropriate Ritual Spells. This(see Tablethe spell. 8). ThisAt this sets thepoint, minimum you can CTN easily of a spell change to 1, your mind about the spell being cast (if for instance, the CTN looks too high). Once any dice have been rolled, however, you are committed to casting the spell as it stands.

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$.24

$.24 $.24 Calculate the casting time for the spell. Cantrips cast during combat have a casting

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$ time in seconds equal to the number of Combat Exchanges that must pass before the $ $ spell is ready (including the Exchange in which the spell was announced). The spell can be released at the beginning of the next Exchange once the casting time has passed. During the casting time, the SP cannot be refreshed and no other spells can be

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. . Quiddic Sorcery 15.

without penalty, if the caster chooses to do something else. No SP dice have been allocated at this stage. !""#$%&'($%")*+),$--- If the caster is interrupted (eg. attacked) whilst casting a spell, a successful WP/CTN roll is required in order to continue without a CTN penalty (see Table 8). bonus dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + Table 8: CTN Modifiers Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Event Roll If Successful If Failed Notes The casting time for the Sorcery Pool in order to receive them. Also, because Art“Spells / Ritual of One” is-1 the CTNcasting (max of Ritual -1 Magic takes so long, the sorcerer is able to Dialogue during MagicCTN or Singing of the spellmodifier in refresh from bothhis Pool somewhat while casting.No bonusAs the withsorcery N/A casting orseconds. Musical DialoguePool refreshesand at a rate of one dice per hour,Ritual at spellsthe end of Instrument Gestures)the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for -1 the CTN (max of -1 Gestures during Art / Ritual modifier from both No bonus with N/A casting Magicincorporation or Dance of up Dialogueto The and casting time for Ritual Spells is oneRitual hour spells per CTN three Vagaries in theirGestures)of the spell. composition, these spells are both versatile Bonus can only be Strong Affinity 3. Calculating Spell Casting Target Numbers No roll Automatic -1 CTN N/A gained from one presence and advantageous to (CTNs) Affinity at a time cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves -1 CTN (-spell 2 CTN is itswith Casting Target Number, or CTN. This is Meditationnot so great, beforebecause a slim portion of energy is gained Art / Meditation five numberor more must be matchedN/A or exceededRitual by spellsthe result only of casting while casting. When casting Spells of Three, the Sorcerysuccesses)any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additionalCooperation mental preparation and time. TheseAdds dicebonus to SPresist - see when Core casting rules a spell. Ritual spells only dice are just that though, and there must be at least one The complexity of any given spell is represented by -2 target’s die left in the Sorcery Pool in Artorder / Symbolto gain them. +2 to target’s Active Castings and Symbol Drawing its CTN. High CTNsActive increase the likelihood of aging Drawing Resistance TN Rituals only and unconsciousnessResistance dramatically, TN and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTNDistracting of spell. their Sorcery Pool in order to offset these+3 risks. CTN if WP / Meditation No change +1 CTN environment The highest Level of Effect (1-3)fumbled from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME,+2 CTN; and the DURATION values maintained undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number+3 CTN (CTN) if of Interrupted WP / CTN No change spells Vagaries he knows in the creation of Ritual Spells. This fumbled the spell. This setsautomatically the minimum CTN of a spell to 1, dropped

Apply shock and

$.24 $.24

$.24

$.24 $.24 Wounded No roll N/A N/A pain modifiers to

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267 SP 267 267

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$

$ $

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. . Quiddic Sorcery 16.

Reassess the CTN, once the spell is ready for release. If, at this point, circumstances have changed (eg. the target is no longer within range), then either!""#$%&'($%")*+),$--- the CTN must be amended (eg. the Range or Volume variable is altered to accommodate changes in circumstance) or the spell is dropped and simply not cast. If the amended CTN is higher due to range or volume changes, then this will add additional casting time. If the amended CTN is lower,bonus dice then are the allotted spell remainsis the safest ready and most for powerful release. form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + Decide when to releaseSpells. the spell. At the beginningDISCIPLINE of inthe dice first to the Combat Sorcery ExchangePool. Again, in these which the spell is ready, indicate whether theare onlyspell bonus will dice be releasedand there must immediately be at least one or die not. in (This can be done with redThe and casting white time dice,for theif desired.) Sorcery Pool If in the order spell to receive is not them. released, Also, because then it is considered to be “withheld”,“Spells of One” ready is the to becasting released Ritual Magicin a future takes so exchange. long, the sorcerer Repeat is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery this process at the beginningseconds. of each new exchangePool refreshes until at a therate ofspell one diceis released. per hour, at A the spell end of can be withheld for any number of exchanges,the spell, during the sorcererwhich gainsthe casteras many cannot dice as refreshthe TN of his or her SP, but can cast“Spells another of spell Three:” if theythe spellbelieve he cast. they have sufficient SP dice. If the caster chooses to releaseAllowing the spell, for thehe or she can then change their mind and withhold the spell (if, incorporationfor example, of a up counter-spell to The casting is announced time for Ritual by Spells another is one sorcerer).hour per CTN However a decision tothree withhold Vagaries a inspell their is alwaysof the spell. binding - the spell then cannot be composition, these released until the following Exchange. Deciding to release, and then withholding, a spells are both versatile 3. Calculating Spell Casting Target Numbers spell also immediately ends their action(s) for that Exchange. and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly,Dedicate but the somestrain on or the all character’s of your magic Sorcery reserves Pool. Decide how many dice will be devoted to casting the spell, and how many dice will bespell devoted is its Casting to resisting Target theNumber effects, or of CTN. aging. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery Determine any Active Resistance. If the spellany roll has of potentially the Sorcery hostilePool dice. or Likewise, harmful its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must effects for any sentient beings with a Resistance attribute, then those individuals now additional mental preparation and time. These bonus resist when casting a spell. dice rollare just their that Active though, Resistance and there must (see be atTable least one6 for TN’s).The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging Roll spell-casting dice versus the calculatedand CTN unconsciousness of the spell. dramatically, The number and wise sorcerersof casting will Thesuccesses casting time rolled for “Spells is compared of Three” is with10 seconds the highestper seek Active ways to Resistanceincrease the rolled,number toof dicecalculate available the in CTNspell’s of spell. Margin of Success (MoS). A spell MoStheir of Sorcery 1 or more Pool in is order required to offset for these the risks. spell to be successful. Unsuccessful spells simply do notThe take highest effect. Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasibleRoll only dice in allocateda laboratory, to sacredresisting place, aging or other effects.RANGE, This the is performedVOLUME, and regardless the DURATION of the values undisturbed area. A sorcerer is capable of combining any success of the spell. The TN of this roll also(0-3) equals to create the calculatedthe Casting TargetCTN ofNumber the spell. (CTN) As of Vagaries he knows in the creation of Ritual Spells. This indicated in Table 9, the sorcerer ages a numberthe spell. of Thismonths sets the equal minimum to the CTN CTN of minus a spell tothe 1, number of successes rolled with these dice.

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$.24 If the sorcerer ages at all, immediately roll against Knockout. Use the Knockout $.24 $.24

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267 attribute, and a base TN of 5 (see Table 9). The TN is increased by 1 point for every 267 267

$ $

$ month aged. At least one success is needed to remain conscious. If unsuccessful, then $ $ the sorcerer will fall unconscious for 1d10 seconds. Instantaneous spells will still “go off” - the first second or two of the spell’s effect will still occur - but the spell cannot be maintained. Missile effects will still occur, and the first attack (only) of a melee effect

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. . Quiddic Sorcery 17.

will also still occur. If the sorcerer is unconscious for more than 3 seconds, then he will fall prone. !""#$%&'($%")*+),$--- Table 9: Aging and Overdraw Knockout TN’s

Aging and Overdraw Knockout TN’s bonus dice are allotted is the safest and most powerful form of casting, granting when castingSpell CTNInstant =the Aging sorcerer TN a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and there must be at least one die in Aging TN — # of successes = Aging in months. The casting time for the Sorcery Pool in order to receive them. Also, because (Marked“Spells off of onOne” the is boxes the castingon the Ritual character Magic takessheet.) so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Knockoutseconds. TN = 5 + PoolAging refreshes in atmonths. a rate of one dice per hour, at the end of Failure results in 1d10 secondsthe spell, of unconsciousness. the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for the Resolve the spell’s effectsincorporation (if any). of upMissile to orThe melee casting effects time for generated Ritual Spells by is one the hour spell per CTNare resolved as per combatthree rules, Vagaries using in the their guidelinesof the spell. provided below. For other hostile composition, these spell effects, the targetspells can aremake both a versatile Last Defence3. Calculating roll (also Spellsee below Casting). Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves Dormant Spells spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value DPoolormant is increased spells by are the spells ART setattribute up in due a “ready to the todenotes cast” state,how many and months then bound of aging to a ancharacter object, must or additional mental preparation and time. These bonus resist when casting a spell. perhapsdice are just even that though,a person. and thereDormant must be spells at least have one two unusual characteristics: they have their own Sorcery Pool dice which must be used (and onlyThe complexityused) to castof any the given dormant spell is represented spell; and by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging they have a trigger of some kind - often a wordand or unconsciousness phrase - that dramatically,releases the and spell. wise sorcerers will DormantThe casting spells time canfor “Spells thus ofbe Three” triggered is 10 seconds by those per seekwithout ways tothe increase necessary the number acquired of dice quiddities, available in orCTN indeed of spell. without any magical ability at all. their Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each To set“Spells up a of dormant Many,” also spell, called the Ritual caster Spells begins, are theincorporated spell casting Vagary process is added and towithholds the TARGET, the the spellfeasible before only in release, a laboratory, dedicating sacred aplace, number or other of SPRANGE, dice to the VOLUME,casting and and aging the DURATION rolls as values undisturbed area. A sorcerer is capable of combining any normal. With remaining dice from his or her SP,(0-3) the to caster create thenthe Casting casts Targeta second Number spell (CTN) using of Vagaries he knows in the creation of Ritual Spells. This the Vagary of Binding (Enchant), effectively bindingthe spell. the This withheld sets the minimum spell to eitherCTN of an a spell object to 1, or a person. The level of the Vagary of Binding required depends upon the number of SP dice dedicated to the spell (eg. up to 1 x Art of total dice requires level 1; up to 2 x Art of

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$.24 total dice requires level 2; and so forth). A trigger must also be defined as part of the $.24 $.24

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$ binding spell - see the Vagary of Binding description for more information regarding $ $ triggers. If the binding spell is successful, then the caster can “let go” of the bound spell without it either dissipating or releasing - the spell and its dedicated SP dice will remain bound in a dormant state, ready to be instantly released when triggered.

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. . Quiddic Sorcery 18.

If the spell is bound to an object, then any aging effects caused by the spell are suffered by that object. Normal objects can typically absorb 2d10 or 3d10 months!""#$%&'($%")*+),$--- of aging before being destroyed, depending upon their size and toughness. If an object is physically destroyed while one or more dormant spells are still bound to it, then the bound spells will dissipate immediately. bonus dice are allotted is the safest and most powerful form of casting, granting If the spell is bound to a person,when casting then anyInstant agingthe effects sorcerer are a suffered once-per-spell instead increase by that of person. ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Once a dormant spell has been triggered and cast,are only it is bonus gone. dice However, and there must it is be possible at least one to die in bind multiple spell “charges”The to castingthe same time objectfor the or Sorcery person, Pool using in order the to receiveprocess them. above Also, because repeatedly. A sorcerer can“Spells only haveof One” as ismany the dormantcasting Ritual spells Magic in takes existence so long, atthe any sorcerer one is time able to as the value of his Power CTNattribute. of the spell in refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Inverted Spells Allowing for the incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. Spell effects can be nullifiedcomposition, by casting thesethe same spell on the same target in an inverted form. This can be done eitherspells areafter both the versatile original3. spell Calculating was cast, Spell or as Casting a cast spell Target is being Numbers released - a true counter-spell.and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a Perhapscorrectly, but counter-intuitively, the strain on the character’s the same magic quidditiesreserves spell that is wereits Casting used Targetto cast Number the original, or CTN. spell This areis not not so great,needed because to cast a slim an portion inverted of energy spell. is gained The reasonnumber for must this be is matched simple or - exceededhaecceity by doesthe result all of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value thePool heavy is increased lifting by for the an ART inverted attribute spell. due Haecceityto the always works to preserve the original state of things. A successful inverted spell enabledenotes haecceitic how many forces months to reverseof aging a(as character far as must additional mental preparation and time. These bonus resist when casting a spell. possible)dice are just the that effectsthough, ofand the there original must be spell. at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. There are some spell effects that haecceity cannotits CTN. reverse: High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per Life cannot be restored to the dead. seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. Damage and injury done indirectly via spell effectsThe highest is not undone.Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other There are also spell effects that haecceity simplyRANGE, will not the reverse, VOLUME, because and the to DURATION do so would values undisturbed area. A sorcerer is capable of combining any mean to risk killing the target. For example, if (0-3)a constant to create spell the Casting has a personTarget Number suspended (CTN) 100 of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, yards in the air, then an inverted spell would cause that person to fall, and most likely be killed. In such a case, the inverted spell will automatically fail.

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$.24 An inverted spell can reverse the following spell effects (as examples, not a complete list): $.24 $.24

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$ Shape, material, and property changes (although not changes of shape due to changes $ $ in properties. If a steel sword was given the consistency of water by the original spell, and has thus become a puddle on the floor, then a puddle-shaped piece of steel it will remain.)

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. . Quiddic Sorcery 19.

Effects of heat, cold, light, etc. Magically lit fires will be extinguished.

Bindings and control effects. (Objects with enchantments bound!""#$%&'($%")*+),$--- to them will “go off” immediately, if the bound spell isn’t nullified first.)

Summonings. bonus dice are allotted is the safest and most powerful form of casting, granting Shatter effects (and mendingwhen casting effects). Instant the sorcerer a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Magically induced wounds (or for that matter,are only magically bonus dice induced and there healing).must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because A successful inverted spell“Spells will prematurelyof One” is the endcasting a constant Ritual Magic spell, takes and so long,will thelikewise sorcerer is able to automatically interrupt andCTN end of a themaintained spell in spell.refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of The caster needs to be able to recognise and understandthe spell, the the sorcerer Vagaries gains asin many the spell dice as that the theyTN of intend to counter. It is quite “Spellspossible of to Three:” invert theonly spell part he cast.of the original spell, and leave out some Vagaries, leading toAllowing some quite for interesting the effects. For each Vagary to be countered, incorporation of up to The casting time for Ritual Spells is one hour per CTN the caster requires the equivalent Vagary proficiency level as that used in the original spell. three Vagaries in their of the spell. The CTN of an inverted spellcomposition, is always equal these to the CTN of the original spell, plus the spells are both versatile 3. Calculating Spell Casting Target Numbers original spell’s MoS (even if some Vagaries are excluded). However, for inverted spells and advantageous to (CTNs) there is never any Active Resistance to contend with, as inverted spells always work with cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a haecceiticcorrectly, but resistance the strain on rather the character’s than against magic reserves it. At leastspell isone its successCasting Targetis required Number to ,successfully or CTN. This counteris not so great, the becauseoriginal a slim spell. portion An of inverted energy is gainedspell willnumber induce must the be usualmatched aging or exceeded effects by which the result of mustwhile casting. be dealt When with casting via Spellsaging of roll Three, as thenormal. Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must Invertedadditional mentalspells preparationare very fast and - time. haecceitic These bonusforces needresist when no persuasion. casting a spell. An inverted spell has a castingdice are just time that of though, less than and there one mustsecond. be at leastThis one means thatThe complexity an inverted of any spell given can spell be is announced represented by die left in the Sorcery Pool in order to gain them. as a counter-spell on the Combat Exchange in whichits CTN. the High original CTNs spellincrease is theabout likelihood to be of aging and unconsciousness dramatically, and wise sorcerers will released.The casting The time caster for “Spells of the of Three” original is 10 spell seconds can per react to this by immediately withholding their spell (thus ending their actions for that Exchange),seek waysin which to increase case thethe number inverted of dicespell available caster in CTN of spell. their Sorcery Pool in order to offset these risks. has a choice of either also withholding (a standoffThe situation), highest orLevel allowing of Effect the (1-3) counter-spell from each to dissipate.“Spells of Many,”Either alsoway, called the counter-spellRitual Spells, arecasterincorporated can then performVagary is noadded further to the actions TARGET, for the thatfeasible Exchange. only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of CastingVagaries he an knows inverted in the spellcreation is ofotherwise Ritual Spells. just This like thecasting spell. Thisany setsother the instantaneous minimum CTN spellof a spell - it to 1, cannot be done while in the midst of casting another spell, unless the previous spell is dropped.

$.24 $.24

$.24

$.24 $.24 It should be noted that, while the Vagary of Dispelling can effectively cancel spell effects

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$ $

$ generated via the Vagary of Quickening, and vice versa, this is not the same as casting an $ $ inverted spell. Spells using these Vagaries are cast just like any other spells.

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. . Quiddic Sorcery 20.

Integration of Sorcery into Battle !""#$%&'($%")*+),$--- When a successfully cast spell creates some kind of physical or missile attack, the attack is resolved using established melee or missile combat rules.

The guidelines below assumebonus the dice integration are allotted ofis therules safest from and “Themost powerful Flower form of Battle” of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + supplement (referred to henceforth as “TFoB”). They also assume a rigid timing structure Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these for combat, where one Combat Exchange equalsare 1only second. bonus dice If a and more there abstract must be atcombat least one die in environment is being used, thenThe castingsimply time reinterpret for the Sorcery the rules Pool in to order suit. to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of Missiles the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for the Some combat spells will fire a missile of some kind - either physical or magical - at the incorporation of up to The casting time for Ritual Spells is one hour per CTN target. Even if the spellthree is successful,Vagaries in their thereof is the some spell. chance of the missile missing the target. composition, these spells are both versatile 3. Calculating Spell Casting Target Numbers For all missile attacks andgenerated advantageous via sorcery, to (CTNs) the Missile Pool (MP) is still used. For the cast.purposes Incorporating of resolving Vagaries takes missile time attacks, to be done the ProficiencyThe most of important the attack part is of always creating equaland casting to a correctly,the spellbut the MoS, strain whileon the character’sthe “effective magic reservesstrength”spell of isthe its missile Casting attack Target is Number equal ,to or the CTN. spell This is notCTN so great, plus because spell a MoS.slim portion The ofATN energy of isthe gained missilenumber effect must is always be matched equal or exceededto 6. See by Tablethe result 10 of while casting. When casting Spells of Three, the Sorcery for a summary of missile (and melee) spell anyeffects. roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additionalWhen mental a spell preparation with a missile and time. effect These is bonussuccessfullyresist when cast, casting the MP a spell. immediately fills with a dice are just that though, and there must be at least one number of dice equal to the Proficiency (ie. theThe spell complexity MoS) plus of any the given Aim spell Attribute is represented of by die left in the Sorcery Pool in order to gain them. the caster. (This clearly differs from missileits weapons, CTN. High which CTNs requireincrease thean likelihoodadditional of aging and unconsciousness dramatically, and wise sorcerers will Combat Round to pass before the Aim dice can be added to the MP. A sorcerer is The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTNalready of spell. taking aim while the spell is being theircast.) Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each “SpellsWhen ofthe Many,” spell isalso released, called Ritual the missile Spells, areAttackincorporated Roll is resolved Vagary is with added an to ATN the TARGET,of 6, versus the feasiblethe onlydefender’s in a laboratory, Defence sacred Roll. place, The orDefence other RollRANGE, uses the dice VOLUME, from the and defender’s the DURATION Combat values undisturbedPool (or area. their A sorcerer Reflex, is capable if outside of combining of combat) any and(0-3) theto create appropriate the Casting DTN Target value. Number If the (CTN) of Vagariesdefender he knows evades, in the creation then employ of Ritual the Spells. normal This TN’sthe spell. for This missile sets the evasion: minimum 4 if CTN there of area spell many to 1, places to dodge and hide; 7 if movement is more restricted or the defender is already in battle; 9 if there is literally nowhere to go. The attack successes minus the defence

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$.24 successes equals the missile MoS. $.24 $.24

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267

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$ $

$ The usual modifiers for attacker/defender movement and lighting are also applied to $ $ the MP, as per the table in TFoB (p10). However, defender movement modifiers should only be applied if the defender is unaware of the attack (and therefore not blocking or evading). If the defender is consciously defending, then these modifiers

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. . Quiddic Sorcery 21.

Table 10: Summary of Spell Effects in Combat

Successful !""#$%&'($%")*+),$--- Attack Attack Pool Target’s Effective Effective Spell Attack TN Pool Dice Defence Strength Protection Effect

Missile Missile normal Spellbonus MoS dice + are allotted is the safest and most powerfulCTN form+ spell of casting, granting Effect Pool 6 blocking or Armor + TO whenAim casting Instant the sorcerer a once-per-spellMoS increase of ART + (Visible) (MP) evasion TN’s Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Missile Missile are only bonus dice and there must be at least one die in Spell MoS + evasion only CTN + spell Effect Pool The casting time for6 the Sorcery Pool in order to receive them.Armor Also, because + TO Aim (TN9) * MoS (Invisible) (MP) “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Missile Direct Spellseconds. MoS + Pool refreshesevasion at aonly rate of oneCTN dice + spell per hour, at the end of Pool 6 TO only Damage Aim the spell, the(TN9) sorcerer * gains asMoS many dice as the TN of (MP) “Spells of Three:” the spell he cast. SpellAllowing MoS + for the normal CTN + spell Melee incorporationReflex ofWeapon up to ATNThe casting time for Ritual Spells is one hour per CTN Combat weapon, MoS Effect threeor Vagaries in (ortheir nearestof the spell. Armor + TO Pool (CP) blocking or (use with (Visible) Weaponcomposition, Prof + theseequivalent) evasion TN’s weapon DR) spellsReflex are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) CTN + spell cast.Melee Incorporating Vagaries takes time to beWeapon done ATN Combat As for visible The evasionmost important only partMoS of creating and casting a correctly,Effect but the strain on the character’s magic reserves(or nearest Armor + TO Pool (CP) melee effect spell is its (TN9)Casting * Target(use Number with , or CTN. This (Invisible) equivalent) is not so great, because a slim portion of energy is gained number must be matchedweapon or exceeded DR) by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value * Evasion is only possible if the target was given some clue that the attack was coming - usually via the Pool is increased by the ART attribute due to the denotes how many months of aging a character must gestures and/or of the caster. additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging Table 11: Spell Range Modifiers for Missiles andand Directunconsciousness Damage dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in Range CTN of spell. Missile Pool Hit Location Range Category (between target their Sorcery Pool in order to offset these risks. Modifier Modifier and caster) The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible onlyTouch in a laboratory, sacred place, 0or yards other RANGE,treat the as VOLUME,Melee treatand the as MeleeDURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knowsPoint in Blank the creation of Ritual Spells.1-10 yards This the spell. +1This dice sets the minimum1 die =CTN ± 2 of a spell to 1, Short Range 10-20 yards 0 1 die = ± 1

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$.24 Medium Range 20-40 yards -1 dice 2 dice = ± 1 $.24 $.24

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$ Long Range 40-80 yards -3 dice 2 dice = ± 1 $ $

80+ yards (within Extreme Range -5 dice 3 dice = ± 1 line of sight)

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. . Quiddic Sorcery 22.

Table 12: Missile Hit Locations !""#$%&'($%")*+),$--- Roll Missile Hit Location

2 Head (Zone XIII)

3 bonus dice Armare allotted (Zone XIV,is the safestattacker and mostchooses powerful arm) form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + 4 Spells. Arm (Zone XIV,DISCIPLINE defender in choosedice to the arm) Sorcery Pool. Again, these are only bonus dice and there must be at least one die in 5 The casting time for Torsothe Sorcery (Zone Pool XII) in order to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to 6 CTN of the spell in Torsorefresh (Zone his Pool XII) somewhat while casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of 7 Torso (Zone XI) the spell, the sorcerer gains as many dice as the TN of 8 “Spells of Three:” Torsothe spell (Zone he cast. X) Allowing for the 9 incorporation of up to TorsoThe (Zone casting timeX) for Ritual Spells is one hour per CTN three Vagaries in their of the spell. 10 composition,Upper Legs these (Zone IX, defender chooses leg) spells are both versatile 3. Calculating Spell Casting Target Numbers 11 and advantageousUpper Legs to (Zone(CTNs) IX, attacker chooses leg) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the 12strain on the character’sLower magic Legs reserves (Zone VIII,spell ischoose its Casting which Target leg randomly)Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additionalIf the mental magical preparation missile andis invisible, time. These then bonus the defenderresist when cancasting still a spell. make a Defence Roll dice are just that though, and there must be at least one (evasion only, with DTN value of 9) as long asThe the complexity target was of anyaware given of spell the is incoming represented by die left in the Sorcery Pool in order to gain them. missile via some clue: often the gestures and/orits CTN. incantations High CTNs ofincrease the caster. the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTNRange of spell. modifiers apply to the MP. However, range effects for magical missiles work a little differently to a normal missile, and dependtheir Sorcery upon Pool the in distance order to offset between these risks.caster and The highest Level of Effect (1-3) from each target (regardless of where the missile itself originated from). Refer to Table 11 and “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasibleestimate only in the a laboratory, appropriate sacred range place, category. or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of VagariesIf the he knowsmissile in attackthe creation fails of (ie. Ritual the Spells. missile This MoSthe is spell. less This than sets 1), the then minimum the magical CTN of missile a spell to 1, zings past the target, and fails to do any damage.

If the missile successfully hits the target, then the Wound Level is calculated using the

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$.24 “effective strength” of the missile (calculated as spell CTN + spell MoS) plus the missile $.24 $.24

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$ $

$ MoS. From this, the Toughness (TO) and armor ratings are subtracted as normal. The $ $ type of damage inflicted will depend of course upon the nature of the missile.

The hit location is determined by rolling two 6-sided dice and referring to Table 12, which is a modified version of the table in TFoB (p9). The caster can aim to hit a

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. specific area of the body by expending dice from their MP before rolling the attack, . . Quiddic Sorcery 23.

using the modifiers as listed in Table 11. For example, if the caster is within short range of the target, for every dice expended from the MP, the hit!""#$%&'($%")*+),$--- location roll can be influenced by 1.

bonus dice are allotted is the safest and most powerful form of casting, granting Direct Damage Effectswhen casting Instant the sorcerer a once-per-spell increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these Direct damage effects are those that targetare specific only bonus parts dice of and the there body, must but be atare least not one in die the in The casting time for the Sorcery Pool in order to receive them. Also, because form of a missile. Examples of such spells might be a “Cause Wound” spell, or a “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to “Wither” spell that attemptsCTN of to the turn spell the in target’srefresh limb his Pool into somewhat a useless while appendage. casting. As the Spells sorcery that affect the target asseconds. a whole (eg. flight spells),Pool refreshes or afflict at a rate the of mindone dice of per the hour, target at the (eg. end of domination spells), are not considered “directthe spell,damage” the sorcerer spells gains and as are many instead dice as the TN of applicable for Last Defence“Spells rolls of. Three:” the spell he cast. Allowing for the Direct damage effects incorporationare handled of similarly up to toThe missile casting effects, time for Ritualexcept Spells that is onedefence hour per is CTN limited to evasion onlythree (DTN Vagaries of 9), in and their thenof theonly spell. if the target was aware of the spell via some clue: often thecomposition, gestures and/or these incantations of the caster. Range modifiers spells are both versatile 3. Calculating Spell Casting Target Numbers are still applied and the hit location is still determined as for missile effects, using and advantageous to (CTNs) Table 11 and Table 12. cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves Armor usually does not provide protectionspell against is its directCasting damage Target Numberspells. ,The or CTN. nature This of is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of the damage is often defined by the Vagary proficiency level and by the quiddities while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Poolused, is increased rather by than the byART a damageattribute roll.due to If thea damagedenotes roll how is many required, months then of aging this ais character handled must additionalexactly mental the samepreparation way andas fortime. missile These effects,bonus resistand whenthe defender’s casting a spell. TO should be used to dice deriveare just that the though, Wound and Level. there must Use be the at leastGeneric one DamageThe complexity table (Core of any rules, given p251) spell is whenrepresented the by die leftcutting/puncture/bludgeoning in the Sorcery Pool in order to gain them. tables don’tits seemCTN. appropriate.High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. Melee Combat The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbedSome area.spells A sorcerer allow is the capable caster of combining to enter intoany melee(0-3) to combat create the from Casting a distance Target Number - for instance, (CTN) of Vagarieswith he animated knows in the weapons. creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1,

All melee effects generated via sorcery use the Combat Pool (CP). For magical melee

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$.24 attacks, the default Proficiency is equal to the spell MoS. However if the caster has $.24 $.24 been trained to a higher Proficiency for the type of weapon attack being used, then the

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$ $

$ higher Proficiency value can be used...but read further. $ $

Magical melee attacks usually require a maintained spell. Other spells may be cast while a spell is being maintained; however, it demands the caster’s undivided

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. control the melee attack (and thus concentrate on other things, like refreshing their . . Quiddic Sorcery 24.

Sorcery Pool or casting other spells), then the attack can still continue but the Proficiency of the attack reverts back to the spell MoS. This in turn!""#$%&'($%")*+),$--- will affect the number of dice in the CP.

Unlike most other spells, the melee effect spell can only be released at the beginning of a Combat Round, ratherbonus than dice at are the allotted beginningis the of safest a Combat and most Exchange.powerful form (Technically of casting, granting the spell can still be releasedwhen in casting the second Instant Exchangethe sorcerer of a Round,a once-per-spell but the firstincrease attack of willART + not occur until the beginningSpells. of the followingDISCIPLINE Round). in Use dice red to the and Sorcery white Pool. dice Again, as these usual to indicate whether the spell will be released,are only bonus or withhelddice and there for must a future be at least round. one die in Once the melee effect commences,The casting timethe forred andthe Sorcery white Pool dice in need order tonot receive be used, them. sinceAlso, because the melee attack will continue“Spells every of One” round is the regardlesscasting Ritual of initiative. Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat while casting. As the sorcery Only the most basic attackseconds. maneuvers can Poolbe used, refreshes unless at a rate the of casterone dice has per hour,sufficient at the end of the spell, the sorcerer gains as many dice as the TN of training in the Proficiency concerned. The attack TN of the weapon itself - or it’s “Spells of Three:” the spell he cast. closest equivalent - is Allowingused. To calculate for the weapon damage, use the spell CTN plus spell MoS as the “effective strength”incorporation of of the up attack, to andThe castingmodify time this for Ritualwith Spellsthe weapon’s is one hour per DR CTN as normal. Add the meleethree MoS Vagaries of the in successful their of the attack, spell. and calculate the Wound Level as normal (see Table 10 forcomposition, a summary). these spells are both versatile 3. Calculating Spell Casting Target Numbers If the attacking weaponand is advantageousinvisible, then to the(CTNs) defender can still make a Defence Roll cast.using Incorporating evasion Vagaries only, with takes DTN time valueto be doneof 9. The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is notIt so is great, rather because pointless a slim portion for the of defenderenergy is gained to usenumber attacking must maneuvers be matched or rather exceeded than by defend,the result of whilesince casting. there When is castingnobody Spells behind of Three, the the magically Sorcery any animated roll of the weapon Sorcery toPool attack. dice. Likewise,However its ifvalue Pool is increased by the ART attribute due to the the magical attack is blocked or parried successfullydenotes how by many a margin months ofof threeaging aor character more must additional mental preparation and time. These bonus resist when casting a spell. dice successes,are just that though, then the and repercussions there must be at onleast the one caster have the effect of an “interruption” (see Table 8), and the caster needs to successfully rollThe WP complexity (TN equal of any to given the spell CTN is representedof the spell by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging plus the MoS of the defending block or parry)and unconsciousnessin order to continue dramatically, maintaining and wise sorcerers the will Thespell. casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasibleLast only Defence in a laboratory, Rolls sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This The Last Defence roll is literally a final defencethe spell. against This sets the the harmful minimum or CTN fatal of effects a spell toof 1, a successful spell. Use Last Defence rolls when the spell effect is not a missile or melee effect, or a “direct damage” effect which might otherwise be dodged.

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$.24

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267 The Last Defence roll assumes that no spell is infallible, given enough determination 267 267

$ $

$

$ $ on the part of the defender. If the defender is asleep, unconscious, or completely unaware of the attack, then they do not get a Last Defence roll.

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. . Quiddic Sorcery 25.

A Last Defence roll is a simple Attribute Test with a fixed TN of 14. One or more successes mean that the worst was somehow avoided, but the Seneschal!""#$%&'($%")*+),$--- can rule that some (non-fatal) ill effect still takes place.

The attribute used will depend upon the type of spell effect, and possibly the argument put forwardbonus by the dice defender are allotted of howis the hesafest or and she most consciously powerful form defends. of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + For example, if the spellSpells. is an attempt to turnDISCIPLINE them into in stone, dice to thenthe Sorcery the defender’s Pool. Again, these Reflex might be used to represent unexpectedare only movement bonus dice at and the there last must second be at least(in whichone die in case, only a limb might beThe turned casting totime stone for instead).the Sorcery Pool in order to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to If the spell is an attemptCTN to crush of the a spell person in byrefresh shrinking his Pool somewhattheir plate while armor, casting. then As thethe sorcery defender’s Strength orseconds. Toughness might bePool used refreshes to represent at a rate of the one chance dice per hour,of the at thearmor end of splitting, rather than having the planned crushingthe spell, theeffect. sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. If the spell is an attemptAllowing to lift the for defender the 100 yards into the air and then drop them, then the defender’s Reflexincorporation or Agility of up might to allowThe castingthem time to break for Ritual line Spells of sightis one hour at just per CTNthe right moment, if therethree is something Vagaries in ortheir someoneof the spell. to duck behind. composition, these If the spell is an attemptspells to are attack both orversatile dominate3. Calculating the defender’s Spell mind, Casting then Target the Numbers defender’s Willpowerand is used. advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1,

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$.24

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$

$ $

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. . Quiddic Sorcery 26.

Appendix A: The Vagaries !""#$%&'($%")*+),$---

1. The Vagary of Movement - directly controlled motion of any kind. This includes speed, flight, and animation quiddities. bonus dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + Movement quidditiesSpells. tend to be pretty straightforward.DISCIPLINE in dice When to the applying Sorcery Pool. this Again, Vagary these in a spell, remember to set the Volume variableare only to bonus the approximate dice and there must mass be that at least you one are die in attempting to move. The casting time for the Sorcery Pool in order to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to Examples of quidditiesCTN of Movement: of the spell flight in refresh of eagle, his Poolspeed somewhat of eagle, while grace casting. of mountain As the sorcery lion, balance of tumbling acrobat,seconds. bashing swing of quarterstaff,Pool refreshes athovering a rate of oneof grass dice per seed hour, in aat breeze.the end of the spell, the sorcerer gains as many dice as the TN of “Spells of Three:” the spell he cast. Allowing for the 2. The Vagary of Formincorporation - tangible of changes up to of Theshape, casting material, time for Ritual or material Spells is one properties. hour per CTN Note that mass is neitherthree created Vagaries nor in their destroyedof the spell.by this Vagary. composition, these spells are both versatile Haecceity always works to preserve the true3. Calculatingnature of things Spell whenCasting they Target undergo Numbers and advantageous to (CTNs) changes of shape. When the shape of a living thing is altered, haecceity will reorganize cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly,the structurebut the strain of on the the new character’s body magic so as reserves to preservespell isit’s its life Casting and uniqueness. Target Number If, changedor CTN. This is notback so great, to theirbecause original a slim portion shape, of energythe unique is gained qualitiesnumber of must that be being matched will or thusexceeded be preserved.by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value PoolHaecceity is increased will by thealso ART preserve attribute the due true to nature the denotes of inanimate how many materials months of if aging other a characterproperties must additionalare transposed mental preparation upon them.and time. For These example, bonus ifresist the whenflowing casting property a spell. of water is transposed dice ontoare just a that steel though, item, and then there the must item be willat least indeed one flowThe like complexity water butof any will given always spell is remainrepresented by die left in the Sorcery Pool in order to gain them. steel, and the resulting puddle will thus retainits CTN. all the High properties CTNs increase of steel the likelihoodonce the of spell aging and unconsciousness dramatically, and wise sorcerers will Theduration casting time ends. for “Spells A transmutation, of Three” is 10 seconds however, per is a permanent change of material. Successful transmutation of a living personseek or creatureways to increase to another the number material of dice (eg. available stone; in CTN of spell. their Sorcery Pool in order to offset these risks. water) will, or course, kill that person or creature,The althoughhighest Level haecceity of Effect can (1-3) be expected from each “Spellsto vehemently of Many,” resist also called such Ritualas spell. Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbedThe Vagary area. A ofsorcerer Form is capablecannot of be combining applied any to incorporeal(0-3) to create entities the Casting which Target have Number no (CTN) of Vagariesphysicality. he knows in It the can, creation however, of Ritual be Spells.applied This to air,the spell.which This has sets observable the minimum physicality CTN of a spell even to 1, in a pre-scientific world (eg. breeze, floating leaves and so forth). This leads to a number of useful spells in combat. If the hardness of stone quiddity is transposed onto a

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267 effective physical shield results from a level one Vagary spell. 267 267

$ $

$

$ $ Quiddities need to be learned for each and every shape used (other than simple geometric shapes) and for each material used or copied.

Examples of quiddities of Form: shape of owl, hardness of stone, fluidness of water, strength

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. of steel, flexibility of green yew, softness of goose down. . . Quiddic Sorcery 27.

Table 13: The Vagary of Movement !""#$%&'($%")*+),$---

Level Aspect Novice (1) Apprentice (2) Master (3) bonus dice are allotted is the safest and most powerful form of casting, granting single direction at a multiple directions at precise positioning and Move when casting Instant the sorcerer a once-per-spell increase of ART + singleSpells. pace variableDISCIPLINE pace in dice to thenavigation Sorcery Pool. Again, these are only bonus dice and there must be at least one die in refined (eg. graceful; The casting time for smooththe Sorcery and Pool controlled; in order to receive them. Also, because clumsy and imprecise, stealthy); can emulate can emulate complex Animate can“Spells emulate of simpleOne” is the casting Ritual Magic takes sodifficult long, the actions sorcerer (eg. is able to actions (eg. basic attack actionsCTN only of the spell in refresh his Pool somewhat whileadvanced casting. attack As the sorcery maneuvers) seconds. Pool refreshes at a rate of onemaneuvers) dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of Target moves at up to 5 Target moves at up to 20 limited only by Hasten “Spells of Three:” the spell he cast. yards/secAllowing for the yards/sec quiddities learned incorporation of up to The casting time for Ritual Spells is one hour per CTN maximum 10 yards of maximum 100 yards of Lift three Vagaries in their of the spell. No limit to height height height composition, these spells are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) Tablecast. Incorporating 14: The Vagary Vagaries of takesForm time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number mustLevel be matched or exceeded by the result of while casting. AspectWhen casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Novice (1) Apprentice (2) Master (3) Pool is increased by the ART attribute due to the denotes how many months of aging a character must additional mental preparation and time. These bonus resist when casting a spell. can replicate delicate can form simple can form complex dice are just that though, and there must be at least one The complexity of any givenshapes spell and is livingrepresented things by Shape geometric shapes from shapes from inanimate die left in the Sorcery Pool in order to gain them. from inanimate inanimate materials materialsits CTN. High CTNs increase the likelihood of aging and unconsciousness dramatically,materials and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in can transmute one CTN of spell. their Sorcery Pool in order tocan offset transmute these risks. any inanimate material into single material, cannot alter existing anotherThe with highest similar Level of Effect (1-3) from each “SpellsTransmute of Many,” also called Ritual Spells, are including living tissue, material physicalincorporated properties Vagary (eg. is added to the TARGET, the feasible only in a laboratory, sacred place, or other into any other single waterRANGE, to wine; the VOLUME, lead to and the DURATION values undisturbed area. A sorcerer is capable of combining any material gold)(0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1, can add any known can alter one property of can alter two properties properties of one Transpose an inanimate material of an inanimate material material to another in

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$.24 (inanimate (eg. hardness, flexibility, (eg. hardness, flexibility, any combination, even $.24 $.24 materials) brittleness, heaviness, brittleness, heaviness, if contradictory (eg.

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$ flammability) flammability) flowing robes that are as $ $ hard as steel)

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. . Quiddic Sorcery 28.

!""#$%&'($%")*+),$--- 3. The Vagary of Growth - physical changes of mass, including regeneration, healing, expansion and contraction.

Spells with expansionbonus or contraction dice are allotted effectsis therequire safest and quiddities most powerful from form sources of casting, that granting when casting Instant the sorcerer a once-per-spell increase of ART + exhibit such effects. TheSpells. world is full of quidditiesDISCIPLINE of expansion, in dice to the ranging Sorcery Pool. from Again, the these growth of a child, to that of trees or even cities.are only Quiddities bonus dice and of contractionthere must be atis least only one die in slightly more difficult to Thecome casting by: timeperhaps for thethe Sorcery rise and Pool fall in order of a tolake receive over them. the Also, seasons, because or the observable shrinking“Spells of One”an aging is the personcasting or Ritual dried Magic leaf. takes Seneschals so long, the need sorcerer to isbe able to particularly careful hereCTN that of magical the spell growth in refresh or shrinkinghis Pool somewhat effects while are supportedcasting. As the by sorcery a Pool refreshes at a rate of one dice per hour, at the end of thoughtfully compiledseconds. quiddity collection. the spell, the sorcerer gains as many dice as the TN of Examples of quiddities of“Spells Growth: of Three:” regenerationthe spell of a he lizard’s cast. tail, healing of a cutting Allowing for the wound, regrowth of a willow tree, shrinking of a puddle in the sun. incorporation of up to The casting time for Ritual Spells is one hour per CTN three Vagaries in their of the spell. composition, these 4. The Vagary of Glamourspells are - both direct versatile influence3. Calculating over any or Spell all of Casting the five Target senses, Numbers for oneself or others. and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly,Quiddities but the strain for on each the character’sof the five magic senses reserves (assumingspell is thatits Casting the sorcerer Target Numberhas all faculties), or CTN. areThis is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of whilethe casting. easiest When of castingall to Spellsacquire, of Three, and theshould Sorcery be a fundamental part of any quiddity collection. Quiddities for illusions and deceptionsany roll of are the a Sorcerylittle more Pool dice.challenging. Likewise, itsThe value Pool is increased by the ART attribute due to the denotes how many months of aging a character must additionalcontent mental of an preparation illusion andis not time. limited These tobonus the sorcerer’sresist when experience,casting a spell. but an illusion can only dice beare justas effective that though, and and convincing there must be as at theleast quiddities one The that complexity the sorcerer of any hasgiven learned. spell is represented To by die leftconvincingly in the Sorcery create Pool in the order illusion to gain ofthem. an old andits venerableCTN. High person, CTNs increase for example, the likelihood the of aging sorcerer will need to have collected the quiddityand unconsciousness of the nature dramatically, of an old and and wise venerable sorcerers will The casting time for “Spells of Three” is 10 seconds per person. If the purpose of an illusion is to conveyseek ways great to increase beauty, the then number quiddities of dice available of great in CTN of spell. beauty - of flowers, landscapes, alluring womentheir Sorcery - will Pool allow in order the illusionto offset these (no risks.matter The highest Level of Effect (1-3) from each what the subject matter is) to glow with arresting charm. “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values The control of pain is a part of the Vagary of Glamour - pain being a product of one of undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagariesthe hefive knows senses, in the of creation course. of RitualAlthough Spells. GlamourThis the spell.cannot This heal sets thea wound, minimum it CTNcan ease of a spellthe to 1, pain of a wound, and by the same token, it can also cause great physical pain (without a wound). To cause great physical pain, the sorcerer needs to acquire the quiddity of

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great physical pain....and there is only one sure way.... $.24 $.24

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$ Examples of quiddities of Glamour: deceptiveness of a street conjurer, beauty of a rose bush $ $ in bloom, horror of a haunted crypt, innocence of a child at play, touch of bare skin, pain of severe burn.

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. . Quiddic Sorcery 29.

Table 15: The Vagary of Growth !""#$%&'($%")*+),$--- Level Aspect Novice (1) Apprentice (2) Master (3) bonus dice are allotted is the safest and most powerful form of casting, granting when casting Instant thethe sizesorcerer (mass) a of once-per-spell an the size increase (mass) of aART + inanimate object can be living thing can be Resize cannotSpells. resize DISCIPLINE in dice to the Sorcery Pool. Again, these increased or decreased increased or decreased are only bonus dice and there must be at least one die in by up to a factor of 2 by up to a factor of 2 The casting time for the Sorcery Pool in order to receive them. Also, because “Spells of One” is the casting Ritual Magic takes soPain long, and the BLsorcerer from isa able to Pain and BL from a CTN of the spell in refresh his Pool somewhat whilesingle casting. wound As is the reduced sorcery Pain and BL from a single wound is reduced Heal / Hurt by 3 Levels, or a Level 2 singleseconds. wound is reduced byPool 2 Levels,refreshes or at increased a rate of one dice per hour, at the end of (living things) cutting wound is by 1 Level bythe 1 spell, Level the (to sorcerer a gains as many dice as the TN of induced in one location “Spells of Three:” maximumthe spell he of cast. 3) Allowing for the of the body incorporation of up to regenerateThe casting (or wither)time for Ritual Spells is one hour per CTN Regenerate regenerate (or wither) cannotthree regenerate Vagaries in their minorof the spell. body parts (nose, (living things) one body location composition, these ear, fingers...) spells are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a Tablecorrectly, 16: but Thethe strain Vagary on the of character’s Glamour magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of Level while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increasedAspect by the ART attribute due to the Novice (1) denotesApprentice how many (2) months of agingMaster a character (3) must additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, andillusion there must can beaffect at least one one illusion affects up to illusion affects all five Engage The complexity of any given spell is represented by die left in the Sorcery Pool insense order only to gain them. threeits CTN. senses High CTNs increasesenses the likelihood of aging and unconsciousness dramatically, and wise sorcerers will can be recognised as The casting time for “Spellscan of Three” be recognised is 10 seconds as per canseek be ways recognised to increase as the number of dice available in illusion only on a CTN of Deceivespell. illusion only on a illusion only on a their Sorcery Pool in order tosuccessful offset these Per risks. roll, TN successful Per roll, TN 6 successful Per roll, TN 8 The highest Level of 10Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, andCan the create DURATION illusions ofvalues Can create illusions that Can create illusions that undisturbedCompel area. A sorcerer is capable of combining any exceptional beauty or mildly impress delight(0-3) to or create scare the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimumterror CTN of a spell to 1, Pain of a single wound Pain of a single wound Pain of a single wound can be temporarily can be temporarily

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$.24 Soothe / can be temporarily reduced by 2 levels, or reduced by 3 levels, or $.24 $.24 Aggravate reduced by 1 level, or level 1 pain can be level 2 pain can be

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$ increased by 1 level induced in one location induced in one location $ $ of body of body

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. . Quiddic Sorcery 30.

5. The Vagary of Divination - quests for truth by means other that of the five physical senses. !""#$%&'($%")*+),$---

Quiddities for the Vagary of Divination are not necessarily the challenge they might first appear. It is important to let the imagination wander here, and remember that we bonus dice are allotted is the safest and most powerful form of casting, granting are considering a pre-scientific world - so much is possible! The portent of the spider when casting Instant the sorcerer a once-per-spell increase of ART + web, the guidance of theSpells. stars, and the revelationsDISCIPLINE of chicken in dice to entrails the Sorcery are Pool. all perfectly Again, these valid and usable scrying quiddities! are only bonus dice and there must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Explore what each aspect“Spells of ofthe One” Divination is the casting Vagary Ritual means Magic to takes you. so long,What the would sorcerer is able to represent a visualisationCTN quiddity? of the spell Watching in refresh the his reflection Pool somewhat of others while incasting. a pond? As the A sorcery view from a high mountain?seconds. A vivid dream?Pool Even refreshes a children’sat a rate of one game dice per of hour,hide atand the endseek of could deliver quiddities about locating andthe connecting. spell, the sorcerer No sourcegains as ismany too dice simple as the or TN far- of fetched! Try to see the world“Spells as of already Three:” brimmingthe spell he full cast. of the magic you want your Allowing for the character to learn. incorporation of up to The casting time for Ritual Spells is one hour per CTN Examples of quidditiesthree of Divination:Vagaries in their wisdomof the of spell.a dream, closeness of twin siblings, composition, these homing of a pigeon, vistaspells of a are mountain both versatile top view.3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a Tablecorrectly, 17: but Thethe strain Vagary on the of character’s Divination magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number mustLevel be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increasedAspect by the ART attribute due to the Novice (1) denotesApprentice how many (2) months of agingMaster a character (3) must additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, andcan there see must up to be 3 at days least into one can see up to 3 years can see up to 3 lifetimes Scry The complexity of any given spell is represented by die left in the Sorcery Pool inthe order future to gain or past them. intoits CTN. the future High or CTNs past increaseinto the the likelihood future or pastof aging and unconsciousness dramatically, and wise sorcerers will can visualise the can visualise the The casting time for “Spellscan of Three” sense theis 10 direction seconds per locationseek ways of toa personincrease or the numberlocation of of dice a person available or in CTN of Locatespell. of a person or object that objecttheir Sorcery that invokes Pool in order toobject, offset providedthese risks. some invokes strong emotion strongThe emotion highest Level of sortEffect of familiarity (1-3) from exists each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory,learn sacred of events place, or other learnRANGE, of events the VOLUME, andlearn the ofDURATION current events values undisturbed area. A sorcerer isexperienced capable of combining by close any experienced by close anywhere, as long as Visualise (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creationfriends of Ritualin a nearby Spells. This friendsthe spell. up This to 100 sets miles the minimum some CTNsort of of personal a spell to 1, location (up to 1 mile) away link exists

communicate by

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$.24 communicate a single $.24 $.24 thought with a close sense when close friends thought (each way) with

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$ Connect are in danger (at any a close friend, or read $ $ thoughts and deep range) the surface thoughts of desires of any one any person within sight person within sight

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. . Quiddic Sorcery 31.

6. The Vagary of Binding - control, containment, or restraint, whether it be physical (bonds or entwinement) or incorporeal (enslaving of a mind, containing!""#$%&'($%")*+),$--- a spirit).

It may be difficult at first to think of learnable quiddities that correspond to this rather important Vagary. Rememberbonus dice thatare allotted it is the iseffect the safest that and is learnedmost powerful as a formquiddity, of casting, not granting the source. For example, whenany observable casting Instant mendingthe sorcerer process a - once-per-spellwhether it is theincrease mending of ART of a+ boat, a roof, a pottery Spells.vase, or a broken armDISCIPLINE - can provide in dice the to necessary the Sorcery quiddityPool. Again, for these spells of mending. Of course, the more perfectare only the bonus observed dice and mending there must is, be theat least more one die in perfect any attempt at magicalThe casting mending time for canthe be, Sorcery based Pool on in that order quiddity. to receive them. Also, because “Spells of One” is the casting Ritual Magic takes so long, the sorcerer is able to Quiddities for other aspectsCTN of of the this spell Vagary in refreshmight his also Pool require somewhat some while symbolic casting. As the sorcery interpretation. Plantingseconds. a seed which growsPool into refreshes a healthy at a rate plant, of one fordice example, per hour, at the end of provides a perfect quiddity for planting a suggestionthe spell, the intosorcerer somebody’s gains as many mind. dice as A the TN of “Spells of Three:” the spell he cast. quiddity for completeAllowing domination for of someone’s the mind can be learned either literally - from a slave who is completelyincorporation terrified of up to of hisThe master, casting for time example for Ritual Spells- or symbolically, is one hour per CTN for example by observingthree theVagaries skilled in theircontrolof theof aspell. stringed puppet. Each individual quiddity will have its composition,own limitations, these while learning complementary quiddities will allow stronger spells. spells are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast.Implicit Incorporating in many Vagaries applications takes time of to Binding be done is theThe inclusion most important of a defined part of creatingtrigger. and This casting can a correctly,be a but word, the strain phrase, on the gesture, character’s drawn magic reservessymbol, spellphysical is its key,Casting cast Target spell, Number or whatever, or CTN. other This is notdevice so great, the because caster a slim can portion conceive. of energy However, is gained thenumber trigger must must be matched be a device or exceeded that byanyone the result can of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Poolsay is increased or perform, by the given ART the attribute right knowledgedue to the or ability - thus a trigger cannot be restricted to work only with a particular persondenotes or how persons. many months Haecceity of aging refuses a character to be must additional mental preparation and time. These bonus resist when casting a spell. dice manipulatedare just that though, in this and way!there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging Examples of quiddities of Binding: tripping maneuver of rope snare, containment of a locked and unconsciousness dramatically, and wise sorcerers will Theroom casting / hollow time forvessel “Spells / sponge, of Three” bindingis 10 seconds of twine, per seek mending ways to of increase broken thepottery number (by of skilled dice available artisan), in CTNmending of spell. of a leaking roof, domination of mastertheir over Sorcery slave. Pool in order to offset these risks. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other 7. The Vagary of Summoning - processesRANGE, of connection the VOLUME, and attraction, and the DURATION either values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagariestangible he knows (crows, in the wolves)creation of or Ritual intangible Spells. This (spirits,the spell. storm This clouds). sets the minimum CTN of a spell to 1,

Summoning up a storm and then using it to throw lightning bolts at your enemies is a

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$ $ speeds involved. A storm can gather with very powerful winds, but will still require at least 5-10 minutes to form over the caster. Birds and fast land animals summoned within a 1 mile radius might take up to 2-3 minutes to arrive.

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. . Quiddic Sorcery 32.

When using the Vagary of Summoning in a spell, define the Range variable but leave the Volume variable set to zero (as you are not directly moving anything,!""#$%&'($%")*+),$--- just calling and attracting them). For storms, the Range variable would have a value of 3; for animal summonings, a value of 2 is generally applicable (providing a 1 mile radius from a low hilltop). When summoning incorporeal entities from other planes of existence, a Range of 3bonus is applicable. dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spell increase of ART + What your summonedSpells. subjects do once summonedDISCIPLINE will in dependdice to the entirely Sorcery Pool.upon Again, your these application of other quiddities from other Vagaries.are only bonus dice and there must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because Examples of quiddities“Spells of Summoning: of One” is the attractioncasting Ritual of a lodestone, Magic takes pack so long, behaviour the sorcerer of wolves, is able to attraction of birds to a waterhole,CTN of theattraction spell in of beesrefresh to hisa flower, Pool somewhat gathering while of casting.a violent As storm. the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of Table 18: The Vagary of Binding“Spells of Three:” the spell he cast. Allowing for the incorporation of up to The castingLevel time for Ritual Spells is one hour per CTN Aspect three Vagaries in their of the spell. composition,Novice (1) these Apprentice (2) Master (3) spells are both versatile Snare (with any 3. Calculating Spell Casting Target Numbers cause a trip or attempt Break strong, flexible and advantageous to attempt(CTNs) Trap Maneuver knockdown Maneuver cast. Incorporatingmaterial) Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained contain an incorporeal Contain number must be matched orcontain exceeded an incorporealby the result of entity within a while casting.(incorporeal When casting Spellscannot of containThree, the entities Sorcery any roll of the Sorcery Poolentity dice. within Likewise, a physical its value demarcated physical Pool is entities)increased by the ART attribute due to the item or live being areadenotes how many months of aging a character must additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, and there must be at least one The complexity of any givenmagically spell isbind represented and seal by seamlessly and die left in the Sorcery Pool inmagically order to gain bind them. together its CTN. High CTNs increasea doorway the likelihood or container of aging permanently mend a a broken item and (with a defined trigger Mend singleand unconsciousness item from many dramatically, and wise sorcerers will The casting time for “Spellsrestore of Three” item is 10function seconds per to reopen), or shatter pieces,seek ways or shatterto increase a the number of dice available in CTN of spell. temporarily any hard item not fragiletheir Sorcery item Pool in order to offset these risks. The highest Level ofmagically Effect (1-3) bound from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory,bind sacred a dormant place, spellor other bind a dormant spell bind a dormant spell and up to 1 x Art of andRANGE, up to the2 x ArtVOLUME, of andand the up DURATION to 3 x Art of values undisturbedEnchant area. A sorcerer is capable of combining any Sorcery Pool dice to an Sorcery(0-3) to Pool create dice the to Casting an SorceryTarget Number Pool dice (CTN) to an of Vagaries he knows in the creationobject of or Ritual being Spells. This objectthe spell. or beingThis sets the minimumobject CTNor being of a spell to 1,

tamper with a memory, completely dominate implant a thought or or lock away a memory

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$.24 Dominate the mind and will of a $.24 $.24 idea in target’s mind (always with a defined single target

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. . Quiddic Sorcery 33.

Table 19: The Vagary of Summoning !""#$%&'($%")*+),$---

Level Aspect Novice (1) Apprentice (2) Master (3) bonus dice are allotted is the safest and most powerful form of casting, granting when casting Instant the sorcerer a once-per-spellattract increase and gather of ART + gather insects from gather animals from incorporeal beings (eg. Gather Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these within a 1 mile radius withinare only a bonus1 mile dice radius and thereghosts, must be spirits) at least from one die in The casting time for the Sorcery Pool in order to receivewithin them.a 1 mile Also, radius because “Spells of One” is the casting Ritual Magic takes socan long, invoke the sorcerer powerful is able to can invoke a darkened CTN of the spell in canrefresh invoke his Pool strong somewhat winds whileelectrical casting. storms, As the sorcery Invoke sky or sudden change in seconds. andPool rain refreshes at a rate of onetornado dice per winds,hour, at or the end of weather the spell, the sorcerer gains ragingas many seas dice as the TN of “Spells of Three:” the spell he cast. can invoke a spirit or Allowing for the can entice a friendly or of any incorporation of up to neutralThe spiritcasting to time appear for Ritual Spells is one hour per CTN Conjure cannot conjure disposition to appear three Vagaries in their fromof the otherspell. planes of from other planes of composition, these existence existence spells are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to (CTNs) cast. Incorporating Vagaries takes time to be done The most important part of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery 8. The Vagary of Quickening - processesany of inducedroll of the energySorcery andPool excitement,dice. Likewise, its value Pool is increased by the ART attribute due to the including the infusion of life, light, warmth,denotes charge, how or many magnetism months of (all aging seen a character as much must additional mental preparation and time. These bonus resist when casting a spell. the same thing). dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging Quiddities are required for each energy effectand unconsciousness used from the dramatically, Vagary of and Quickening. wise sorcerers will The casting time for “Spells of Three” is 10 seconds per Some of these quiddities are notoriously difficultseek ways to to acquire increase (eg. the numberthe quiddity of dice ofavailable a in CTN of spell. their Sorcery Pool in order to offset these risks. lightning bolt). The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are Examples of quiddities of Quickening: excitementincorporated of a crowd, Vagary nature is added of ato flame, the TARGET, nature of the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values sunlight, passion of a believer, nature of a lightning bolt, survival of a wounded animal. undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1,

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. . Quiddic Sorcery 34.

Table 20: The Vagary of Quickening

Level !""#$%&'($%")*+),$--- Aspect Novice (1) Apprentice (2) Master (3)

bonus dice are allotted delayis the safestthe death and most of a powerfuldelay form the of deathcasting, of granting a Infuse no effect living thing by a few living thing by up to 1 when casting Instant minutesthe sorcerer a once-per-spellday increase of ART + Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these are only bonus dice and thereincite must feelings be at least of onedesire, die in incite Passion or incite fervorThe casting in a crowdtime for the Sorcery Pool in order to receivelove, and them. powerful Also, because Excite frenzied behaviour in a of people or animals attraction in a single “Spells of One” is the singlecasting target Ritual Magic takes so long, the sorcerer is able to CTN of the spell in refresh his Pool somewhat whiletarget casting. As the sorcery seconds. Pool refreshes at a rate of one dice per hour, at the end of Cause a flammable Raise the temperature of Raise the temperature of the spell, the sorcerer gains as many dice as the TN of Warm object to burst into any inanimate object to any inanimate object to flame “Spells of Three:” burningthe spell heathe cast. glowing heat Allowing for the Reduceincorporation fatigue penalty of up to ReduceThe fatiguecasting time penalty for Ritual Reduce Spells is fatigue one hour penalty per CTN Revitalise of threea single Vagaries target byin 1their of thea single spell. target by 2 of a single target by 3 pointcomposition, these points points spells are both versatile 3. Calculating Spell Casting Target Numbers charge an item so as to Induce a lightning bolt and advantageous to induce static lightning Charge cause a painful electric (CTNs) from overhead storm cast. Incorporating Vagaries takes time to be done from a metal object shock if touched The most important partclouds of creating and casting a correctly, but the strain on the character’s magic reserves spell is its Casting Target Number, or CTN. This is not so great, because a slim portion of energy is gained cause a brilliant flash of causenumber bright must light be matched to or exceeded by the result of while casting. When casting Spellscause of a Three,small inanimate the Sorcery light, blinding all Illuminate emanateany roll offrom the an Sorcery object Pool dice. Likewise, its value Pool is increased by the ARTobject attribute to glow duesoftly to the onlookers for several ordenotes living how thing many months of aging a character must seconds additional mental preparation and time. These bonus resist when casting a spell. dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. 9. The Vagary of Dispelling - processes oftheir calming Sorcery or Pool annulment, in order to offsetincluding these risks. death, coldness, or darkness. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbedLike the area. Vagary A sorcerer of is Quickening, capable of combining quiddities any (0-3) are requiredto create the for Casting each effect Target usedNumber from (CTN) the of Vagaries he knows in the creation of Ritual Spells. This Vagary of Dispelling. Quiddities for this Vagarythe spell. tend This to sets be the a littleminimum easier CTN to offind a spell and to 1, acquire, compared with quiddities of Quickening.

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$.24 Examples of quiddities of Dispelling: dispersal of a storm cloud, calm of seas after a storm, $.24 $.24 exhaustion of a weary traveller, freezing of a pond in winter, darkness of a deep cave, death of a

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. . Quiddic Sorcery 35.

Table 21: The Vagary of Dispelling

Level !""#$%&'($%")*+),$--- Aspect Novice (1) Apprentice (2) Master (3)

bonus dice are allotted is the safest and most powerfuldrain form the of lifecasting, from granting a small animal or mortally Drain nowhen effect casting Instant nothe effect sorcerer a once-per-spellwounded increase human of -ART gain + Spells. DISCIPLINE in dice to the3 Sorcery dice bonus Pool. to Again, SP for these 1 are only bonus dice and thereminute must be at least one die in The casting time for the Sorcery Pool in order to receive them. Also, because cause a single target to calm“Spells an excited of One” crowd is the casting Ritual Magic takes soincite long, athe cold sorcerer hatred is ablein a to Calm momentarily forget their of CTNpeople ofor theanimals spell in refresh his Pool somewhat whilesingle casting. target As the sorcery seconds. PassionPool refreshes and/or at aDrive rate of one dice per hour, at the end of the spell, the sorcerer gains as many dice as the TN of freeze water, or chill all freeze a small animal, or extinguish all flames Freeze “Spells of Three:” livingthe spell targets he cast. within one body location of a within radius Allowing for the radius human target incorporation of up to The casting time for Ritual Spells is one hour per CTN Increasethree Vagariesfatigue penalty in their Increaseof the spell. fatigue penalty Increase fatigue penalty Exhaust bycomposition, 1 point these by 2 points by 3 points spells are both versatile 3. Calculating Spell Casting Target Numbers and advantageous to Render a single metallic object(CTNs) incapable of cast. Incorporating VagariesDrain takes the time static to chargebe done Disperse a storm into Discharge electricalThe most charge important (thus part of creating and casting a from any one object harmless rain clouds correctly, but the strain on the character’s magic reserves anspell effective is its Castingshield vs. Target Number, or CTN. This is not so great, because a slim portion of energy is gained lightning)number must be matched or exceeded by the result of while casting. When casting Spells of Three, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value Pool is increased by the ARTExtinguish attribute all duelight to the createdenotes complete how many and months embalmof aging a a single character target must Darken sources in a 10 yard immutable darkness in in darkness, effectively additional mental preparation and time. These bonus resist when casting a spell. radius an already dark space blinding them dice are just that though, and there must be at least one The complexity of any given spell is represented by die left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging and unconsciousness dramatically, and wise sorcerers will The casting time for “Spells of Three” is 10 seconds per seek ways to increase the number of dice available in CTN of spell. their Sorcery Pool in order to offset these risks. The highest Level of Effect (1-3) from each “Spells of Many,” also called Ritual Spells, are incorporated Vagary is added to the TARGET, the feasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values undisturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of Vagaries he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1,

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